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Marine, The Soldier (with artwork, signature weapons, exalted Arch-Gun, Sentinel)


Emptyblank00

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"Marine. The disciplined, the master of warfare. He oversees and manipulates the battlefield turning the tide of war in his favor."

"Walk softly and carry a big gun, Tenno."

KtBMHTa.png

Marine

Health: 75 (225 at Rank 30)

Shield: 75 (225 at Rank 30)

Armor: 100

Energy: 400 + 600 (550 + 600 at Rank 30)

Sprint Speed: 1.25

Polarities: V, D

Exilus Polarity: None

Aura Polarity: O

Progenitor Element: Heat

Subsumed Ability: Packages

 

Unique Mechanic: Instead of energy, he has "Ammunition" that regenerates the resource overtime up to the max capacity and can alsobe  "overcharged" similar to Overshield once he pick up more sources of energy or ammo which affected the abilities' strength, once it cast, it will consume large sum of excess Ammunition. Ammunition's regeneration and overcharge are affected by larger energy pool or efficiency and can be gained when picking up ammo drops (depending what ammo type) and energy orbs.

 

Passive: Being a soldier, he has vast knowledge of all sorts of weapons and for that able to master and modify them the moment he held one.

  • +15% Fire Rate
  • -25% Weapon Recoil
  • 0.5 Punch Through
  • +30% Projectile Speed
  • +100% Reduced Noise level

 

1st Ability "Flash Grenade": Throws a seeking flying grenade that explode and deals light Radiation damage and causes enemies to blind and stagger.

2nd Ability "Packages" (Hold): He has two different packs he can throw down and use for himself and for his allies, it also damages and ragdolls enemies with minimum Impact damage:

  • Combat Package: Drops a pack that increases Status Chance, Critical Chance, and Critical, while supplying ammo. It does not refill his Ammunition but offers 25% better than his team.
  • Care Package: Drops a pack granting Health and Shield regeneration, Status immunity, and Damage reduction. Also grant Stagger and Knock Back resistance.
Spoiler

Old Version

2nd Ability "Packs" (Hold): He has three different pack he can drop and use for himself and his allies; Ammo Pack, Armor Pack, and Field Pack:

  • Ammo Pack: Drops a pack that gives Status Chance, Critical chance and Critical Damage, while granting ammo. For himself does not refill his Ammunition but has more 25% better buffs than his team.
  • Armor Pack: Drops a pack that gives a temporary Armor while granting immune of knock back and stagger.
  • Field Pack: Drops a pack that grants a Health and Shield regeneration, and Status immunity.

 

 

3rd Ability "Claymore Drones": Throws down a pad that spawns a small flying Claymore drones that will swarm enemies, the drones shoots enemies but once they ran out of their ammo they will charge themselves at the enemies exploding with high Blast damage, enemies who survived from the blast reducing their armor. The pad will spawn and replaces drones that have been destroyed, it can only spawn to eight drones and it will keep spawning until the duration ends or place another pad.

jlqMGf7.png

Spoiler

Old Version

3rd Ability "Rally" (Re-castable): Inspires allies by increasing movement speed, less friction slide, reload speed, and holster speed. Enemies who is in his area of influence will make their morale wavered causing them to reduce attack speed and increased damage vulnerability.

 

4th Ability "Heavy Guns" (Hold): Summons an exalted Arch-Gun that can become a static turret (holding down X) for better stability and bolstered defense or pack up and carrying like a regular Arch-Gun. It requires to spin up to fire. It has three interchangeable forms that he can able to shift between modes at will:

IgK2riT.png

  • Ripper: A fast firing machine gun that deal high Puncture and Slash damage.
  • Thumper: An automatic grenade launcher that deal high Blast and Impact damage. Consumes Ammunition two times faster.
  • Emitter: Fires a continuous beam that deal high Heat and Slash Damage with high Punch Through. Consumes less Ammunition.

The exalted Arch-Gun can causes to overheat when firing too long causes the shields both of Marine and the Arch-Gun completely depleted, and it will harm him and proc himself with Heat damage but in return his Arch-Gun will fire even harder and faster, and the Ammunition he expended consumes less, this effect become more intense the longer he held down the trigger, it only lasted when Marine depleted his Ammunition or stopped for cooling. This effect exclusively in its static turret form (by holding down X). This ability is also virtually infinite that compliment to his mechanic.

 

 

Marine's signature weapons:

SIuzKb2.png

Kalanos (Rifle): A signature rifle of Marine, it held 60 rounds, and mainly deals with Puncture damage and moderate Slash damage. As a bonus for him, have faster Reloading Speed and Critical Chance, it has three fire modes

  • Semi: Allows to zoom, deals higher damage with greater Critical Chance, Critical Damage, and innate Punch Through but low Status Chance.
  • Burst: Shoots in a 3-round burst, deals moderate damage with Critical Chance, Critical Damage, and decent Status Chance.
  • Auto: Fully automatic, it has a chance of 15% not to consume ammo while firing, deals low damage with lower Critical Chance, Critical Damage but high Status Chance.

Grazch (Pistol): A unique signature sidearm of Marine, it held 20 rounds, mainly deals Puncture damage and moderate Impact damage. As a bonus, have Critical Chance and Reduced Recoil. It has a unique functions in two modes:

  • Semi: Increased damage with greater Critical Chance and Critical Damage. Shooting an enemy's head will cause the bullet to bounce into another's head up to 4 times. Shooting at the head will guarantee to stagger them.
  • Auto: Rapidly fires with innate Multishot. Allows the bullets to seek enemies but it have to lock on the enemies via player's reticule though with a limited range. It has a 25% chance to not consume ammo.

 

Sentinel:

Yl6ESWo.png

Parameter: A powerful Sentinel that provide Marine's tactical defensive and offensive situations.

Health: 200

Shield: 100

Armor: 50

Polarities: I (4x Penjaga), V

Default weapon: Predator

Base range: 20m

Exclusive Mods:

  • Fire Support
  • Scatter Barrage

 

Weapon & Mods:

Predator: A powerful launcher, it launches a single fast moving missile and once it explodes, scatters a fragments that deals Slash damage and guarantees to bleed within its radius. It has long reload.

Fire Support (I) (Drain: 5 - 9 maxed): Launches down a canister that contains a miniature turrets that provide defensive fire preferably it launches around where its master's stands. It can launches up to 2 to 6 canisters at a time but lasted 15 seconds until it expires. The turrets deals mainly Puncture damage. It has a cooldown of 15 seconds until it can be rearmed and ready to launch again. A maximum number of 1 canisters per every rank increase.

Scatter Barrage (I) (Drain: 7 - 12 maxed): Shoots out a barrage of small seeker missiles, the missiles deals minimum Heat and Blast damage, and its blast can staggers and knocks enemies down. The missiles moves and behaves erratically but it can still seeks enemies out. The barrage lasted 5 seconds and cooldowns 10 seconds until it rearms. Per every rank increases by 1 second and 1 missile.

 

 

My thoughts about of his drops may be in his quest or a drop from specific enemies and areas, so a way of his parts can be acquired and a story of his quest that I come up with:

Quote

 

Once his quest is active, Cephalon Cy picked up an unknown distress signal, indicating the signal lasted ever since the Orokin Empire's downfall, though it's fainted, the signal's location can be found somewhere in the Origin System, in order to pinpoint the exact location, the Tenno must find and kill Grineer personnel as it carries a data regarding of that signal, once the data have analyze, it is located in the station residing in the Saturn where its heavily guarded by a elite group of Kuva forces.

Investigating from there, the Tenno spotted a group of prisoners that have been captivated and a heavily damaged Warframe locked inside the vault, the Marine. Releasing him will assist the Tenno in combat despite in his severe state and rescuing the prisoners out in the station, then Cephalon Cy gives an objective to sabotage the station by hacking the data storage where it has a data regarding the Marine, and explode the reactor, and then safely escorting him out, having no time to waste, the Tenno and the Marine managed to damage the reactor but only to be surrounded by several Kuva Guardians and elite soldiers. Nowhere to go, Marine uses his last strength by summoning his exalted Arch-Gun destroying the hull behind him which sucks the Tenno and the soldiers out in the space, which the Tenno helplessly drifts away and watch as the Marine fend off against the horde, as the hole was about to seal the Marine gives the Tenno a salute gesture as a bid farewell, Cephalon Cy having no choice to pick up the Tenno in the Railjack and leave from the station's blast area.

Once they leave, you play as the Marine in his Heavy Guns with a limited time to explode the station, you have to kill Grineers as many as you can, the result doesn't matter whether the Marine dies at the hands of the Grineer or reached the time limit but it has two different endings but the result are sadly the same. Cephalon Cy is disappointed and saddens the loss of that Warframe but he admires his courage and his sacrifice. Once the quest is completed, Cephalon Cy sends the Tenno a message as a gratitude from the prisoners and giving a data that you have recently hacked was actually a blueprint of the Marine, build the Warframe as a honor for his heroic deeds and a closure for the prisoners that Marine have been keeping them alive.

 

His parts can be found in the System by the following:

  • Chassis can be dropped by Kuva Elite Lancers or Kuva Troopers in the high level Kuva Fortress missions.
  • Neuroptics can be dropped by Kosma Elite Lancers or Raiders in the Empyrean in high level Empyrean missions.
  • Systems can be dropped by Tusk Elite Lancers or Tusk Troopers in the high level bounty missions.
  • Perimeter blueprint can be obtain by killing a Grineer commander in high level Skirmish missions.

 

This is my first time to share my idea or concept and hopefully DE really needs more unique frames like Protea and Lavos and a neat story like Sevagoth and hopefully Yareli is one of those. So, sorry if there's some grammatical error since English is obviously not my first language. Feedback is nice. And btw, as I wrote this, there's some concepts that has a similar to Soldier-themed Warframes that they already posted a long time ago but I'll post it anyways. Hopefully DE would pique their interested again from community-based Warframe because there's alot of people who post here like this are unique and different and I really wanted to see them to made it in the game just like Xaku does.

 

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This is what Marine looks like along with his signature weapons. Sorry I wasn't that great to make an artwork of him since my drawing skills are amateur

KtBMHTa.png

 

His rifle and his pistol:

Kalanos (Rifle): A signature rifle of Marine, it held 60 rounds, and mainly deals with Puncture damage and moderate Slash damage. As a bonus for him, have faster Reloading Speed and Critical Chance, it has three fire modes

  • Semi: Allows to zoom, deals higher damage with greater Critical Chance, Critical Damage, and innate Punch Through but low Status Chance.
  • Burst: Shoots in a 3-round burst, deals moderate damage with Critical Chance, Critical Damage, and decent Status Chance.
  • Auto: Fully automatic, it has a chance of 15% not to consume ammo while firing, deals low damage with lower Critical Chance, Critical Damage but high Status Chance.

Grazch (Pistol): A unique signature sidearm of Marine, it held 20 rounds, mainly deals Puncture damage and moderate Impact damage. As a bonus, have Critical Chance and Reduced Recoil. It has a unique functions in two modes:

  • Semi: Increased damage with greater Critical Chance and Critical Damage. Shooting an enemy's head will cause the bullet to bounce into another's head up to 4 times. Shooting at the head will guarantee to stagger them.
  • Auto: Rapidly fires with innate Multishot. Allows the bullets to seek enemies but it have to lock on the enemies via player's reticule though with a limited range. It has a 25% chance to not consume ammo.

 

I'll make his Exalted Arch-Gun later, I have alot in my head how to draw it yet.

  

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And here is his Exalted Arch-Gun looks like in a rough concept though. Never mind the missing color on the body parts really sorry about that.

 

IgK2riT.png

 

Summoning his Arch-Gun is making him slightly move slower due to sheer weight compare to other regular Arch-Guns, he can make his Exalted Weapon turn into a turret similar to Grineer's Rampart then project a shield in front of him wide enough to fit entire squad protecting from enemy fire. It is virtually unlimited duration thanks to his Ammunition mechanic, it won't automatically pack up and disappear when it ran out but can still regenerates Ammunition while his ability is active and even can gain from ammo drops and energy orbs.

There's three way from what I've been thinking about his Arch-Gun's special function when emplaced:

A. When his shield is broken, his Arch-Gun shoots faster and harder.

B. His shield absorbs enemy fire and when it breaks it will grant Ammunition and a burst of Energy or more if affected by Ability Strength.

C. It may cause to overheating the Arch-Gun, when it reaches its threshold causes Marine's Shields completely depleted and prematurely procs himself with Heat but in return shoots even faster and harder and progressively becoming stronger while in overheating state until either runs out or stopped for cooling.

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I would sugest to edit to the initial post to put the art up-front. Help with visibility. 

The kit is mostly fine, my personal dislike for the theme might be clouding my judment.

The one is perfectly servisable for a first skill, 

The two is fine but I would sugest to reduce ir ro just 2 supply packs for the sake off casting speed ( tap for offensive stuff hold for defensive stuff ) , also add damage and knock down on the drop point off the supply pack for the sake off it would be funny to kill enemies by dropping supply packs over their heads.

The third has one to may buffs , I would suggest to remove the da.age vulnerability debuff and maybe even the reduced attack speed for enemies. My biggest problem with this is a bit out off the sub theme, I could see it on a more world War 1 or 2 solider but the visual on your theme special ops, for the sub theme even hitting yourself with a injection off steroids makes more sense than screaming.

The fourth skill is fine however the feature off swaping firing modes is way weaker than it sounds because off the way modding works, ( expecialized builds.). So I would sugest this to be the only gun capable off swaping configuration in mission , each firing mods uses a diferent mod configuration so you could reliable use it to adapt.

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Thanks for the feedback, I'll change it for some time. But do I have to delete my post and put it on the main post?

 

41 minutes ago, keikogi said:

 The two is fine but I would sugest to reduce ir ro just 2 supply packs for the sake off casting speed ( tap for offensive stuff hold for defensive stuff )

You're right, I kind of curious if the Warframe's has two switchable abilities at first then again it would be a visual eyesore, maybe a minimalist icon? But having two is okay.

 

45 minutes ago, keikogi said:

also add damage and knock down on the drop point off the supply pack for the sake off it would be funny to kill enemies by dropping supply packs over their heads.

Fine I'll make his packs little bit lethal but for as long as the pack hit them and ragdoll them off the edge or off the map for silliness.

 

 

47 minutes ago, keikogi said:

The third has one to may buffs , I would suggest to remove the da.age vulnerability debuff and maybe even the reduced attack speed for enemies. My biggest problem with this is a bit out off the sub theme, I could see it on a more world War 1 or 2 solider but the visual on your theme special ops, for the sub theme even hitting yourself with a injection off steroids makes more sense than screaming.

He's more of a squad leader of a modern soldier than a WW1/2 soldier, but yes his 3 is too much, but also, injecting himself with a syringe is a bit off of my liking, its like taking a shot himself in his legs or something which is outlandish to me to be honest. He's more of hand gesture thing than screaming like a Drill Sergeant. I think my choice of design for him may look like he's some sort of infiltrator and a Nanosuit from Crysis it's actually not because of my favorite color of black and blue, and the inspiration of Galac-Tac Helmet and the 6B43 Zabralo armor, and I try to make him look Tenno-ish but in the end he ends like up that I mention.

 

1 hour ago, keikogi said:

The fourth skill is fine however the feature off swaping firing modes is way weaker than it sounds because off the way modding works, ( expecialized builds.). So I would sugest this to be the only gun capable off swaping configuration in mission , each firing mods uses a diferent mod configuration so you could reliable use it to adapt.

I don't get it what you're saying (sorry your spelling and grammar makes me really confused), but I don't know, its seems it's better if they were modded as a single weapon than being separated but also is a great idea as you mention the Arch-Gun can swap with different modes with different mods especially with elemental procs.

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On 2021-06-02 at 10:06 AM, Emptyblank00 said:

Marine. The disciplined, the master of warfare. He oversees and manipulates the battlefield turn the tide of war in his favor."

Ive seen concepts like this 1 a few times around here, def a nice frame idea

On 2021-06-02 at 10:06 AM, Emptyblank00 said:

Passive

I dig it

On 2021-06-02 at 10:06 AM, Emptyblank00 said:

1st Ability "Flash Grenade": Throws a seeking flying grenade that explode and deals light Radiation damage and causes enemies to blind and stagger.

Nice

On 2021-06-02 at 10:06 AM, Emptyblank00 said:

2nd Ability "Packs" (Hold): He has three different pack he can drop and use for himself and his allies; Ammo Pack, Armor Pack, and Field Pack:

  • Ammo Pack: Drops a pack that gives Status chance, Critical chance and Critical Damage, while granting ammo. For himself does not refill his Ammunition but has more 25% better buffs than his team.
  • Armor Pack: Drops a pack that gives a temporary Armor while granting immune of knock back and stagger.
  • Field Pack: Drops a pack that grants a health and shield regeneration, and Status immunity.

This i like!

Wanted to make a suggestion here. I was thinking that the Armor Pack should work similar to Revenants defensive ability where it loses health per damage tick instead of the amount of damage that would have been inflicted onto the player. The armor would instead just apply a % of damage reduction to the player.

This way it can stay useful when enemies get into really high levels. It also would be a bit unique

On 2021-06-02 at 10:06 AM, Emptyblank00 said:

3rd Ability "Rally" (Re-castable): Inspires allies by increasing movement speed, less friction slide, reload speed, and holster speed. Enemies who is in his area of influence will make their morale wavered causing them to reduce attack speed and increased damage vulnerability

Meh

On 2021-06-02 at 10:06 AM, Emptyblank00 said:

4th Ability "Heavy Guns" (Hold): Summons a exalted Arch-Gun that can become a static turret (by crouching) for better stability and bolstered defense or carrying like a regular Arch-Gun. It requires to spin up to fire. It has three interchangeable forms that he can able to shift between modes at will:

  • Ripper: A fast firing machine gun that deal high Puncture and Slash damage.
  • Thumper: An automatic grenade launcher that deal high Blast and Impact damage. Consumes Ammunition two times faster.
  • Emitter: Fires a continuous beam that deal high Heat and Slash Damage with high Punch Through. Consumes less Ammunition

Sounds okay. 

Personally, I would like this concept a little more if there were more guns or exalted guns in the abilities. They wouldnt have to be modable, theyd just be there for the ability.

Its a 8/10 for me. The only ability i really dont like too much is the 3rd ability. I prefer things more pleasing or entertaining to look at and this doesnt offer much.

Cool concept tho

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7 minutes ago, (PSN)Frost_Nephilim said:

Ive seen concepts like this 1 a few times around here, def a nice frame idea

I dig it

Nice

This i like!

Wanted to make a suggestion here. I was thinking that the Armor Pack should work similar to Revenants defensive ability where it loses health per damage tick instead of the amount of damage that would have been inflicted onto the player. The armor would instead just apply a % of damage reduction to the player.

This way it can stay useful when enemies get into really high levels. It also would be a bit unique

Meh

Sounds okay. 

Personally, I would like this concept a little more if there were more guns or exalted guns in the abilities. They wouldnt have to be modable, theyd just be there for the ability.

Its a 8/10 for me. The only ability i really dont like too much is the 3rd ability. I prefer things more pleasing or entertaining to look at and this doesnt offer much.

Cool concept tho

Thanks, my intention for this frame's abilities and role is to be a versatile and flexible, but having more exalted guns it's a bit too much (maybe Augment Mods, perhaps?), and to be honest, I didn't think for the third ability something good enough to fit something military or soldier related.

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14 minutes ago, Emptyblank00 said:

Thanks for the feedback, I'll change it for some time. But do I have to delete my post and put it on the main post?

Top right there is 3 points , if you click there there an edit button.

23 minutes ago, Emptyblank00 said:

You're right, I kind of curious if the Warframe's has two switchable abilities at first then again it would be a visual eyesore, maybe a minimalist icon? But having two is okay.

Gauss cold and hot third skill. 

23 minutes ago, Emptyblank00 said:

He's more of a squad leader of a modern soldier than a WW1/2 soldier, but yes his 3 is too much, but also, injecting himself with a syringe is a bit off of my liking, its like taking a shot himself in his legs or something which is outlandish to me to be honest. He's more of hand gesture thing than screaming like a Drill Sergeant. I think my choice of design for him may look like he's some sort of infiltrator and a Nanosuit from Crysis it's actually not because of my favorite color of black and blue, and the inspiration of Galac-Tac Helmet and the 6B43 Zabralo armor, and I try to make him look Tenno-ish but in the end he ends like up that I mention

What about contextual orders. Give an expecidict oder depending the off the target closest to the cross hair.

For example

Enemy - fire at will order 

Far away objective or ground - March order 

Close by objective or ground - hold the line command  

Would be neat way to bark orders to your allies and a unique mechanic. It would work similar to apex legend ( contextual communication think ) 

The helmet was indeed what gave my futuristic vibes.

29 minutes ago, Emptyblank00 said:

don't get it what you're saying (sorry your spelling and grammar makes me really confused), but I don't know, its seems it's better if they were modded as a single weapon than being separated but also is a great idea as you mention the Arch-Gun can swap with different modes with different mods especially with elemental procs.

The gist off it each mode is modded separately because I've seen one to may firing mods go to waste because it's hard to build a build that supports both firing modes at the same time.

 

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56 minutes ago, keikogi said:

BTW Spoiler tabs arr best used to hide contextual information or details. The initial art work should be displayed right front but there is a point into putting the exalted weapon under a Spoiler tab.

Okay, really new to this format btw. I just thought putting it on the spoilers would make it spacious

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  • 3 weeks later...

I  like the concept, and moreover I like the idea of a gunslinger frame in general. We have Harrow for gunslinging and Valkyr for melee specifically right now, so I'm much in favor of a frame that amplifies weapons.

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On 2021-06-27 at 10:46 AM, Zi-the-Goofy said:

I  like the concept, and moreover I like the idea of a gunslinger frame in general. We have Harrow for gunslinging and Valkyr for melee specifically right now, so I'm much in favor of a frame that amplifies weapons.

Thanks

3 hours ago, (PSN)MrDemigod81 said:

This reminds me of Ushtar conceptback in the day, BUT he had bladed exalted weapons you should check it out! just as  inventive as yours, I love it! hope one of these two get added 

Thanks, I saw his concept back then, but honestly, DE including the concept warframes is a bit of a pipe dream but then again most of DE-made warframe are more tame and somewhat stale compare to our concept.

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1 hour ago, Emptyblank00 said:

Thanks

Thanks, I saw his concept back then, but honestly, DE including the concept warframes is a bit of a pipe dream but then again most of DE-made warframe are more tame and somewhat stale compare to our concept.

I agree, warframe used have amazing themes for their frames. sadly, the frames have gotten boring in theme and design! Like this new warframe is a water type we have that with hydroid 

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  • 3 weeks later...

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