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Concept of a warframe: Rambo, the bloodthirsty gunner frame


Zi-Sui

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I've been longing for a proper gunslinger frame that would amplify ranged weapon (primaries and secondaries and why not archguns too) capabilities. And I like tanky frames, so this is a very selfish concept. Introducing,

Rambo, the frame that likes to take a hit as much as give one.

Base stats:

  • 400 health (rank 0 frame)
  • 230 armor (rank 0 frame)
  • No shields.
  • No energy.

Instead of energy, Rambo has cooldowns on his abilities, just like Lavos does. Every ability has its separate cooldown. If you happen to try to use the ability when it is on cooldown, you will lose health and the ability will activate, as long as you have enough health to activate it. If you do not have enough health, no health will be taken but no ability will be activated either in that scenario.

Abilities

Passive - Ravenous Gunfighter

For every two percentages (1%) of health missing, Rambo gains the following:

  • 1% reload speed. (and reload speed mods on weapons become 1% more effective)
  • 1% fire rate.
  • 0,4% ammo efficiency. (and for the sake of not going full OP on certain weapons, looking at you Kuva Tonkor, ammo efficiency should be capped at something like 90% if not lower, no matter how much you stack it with stuff like Energized Munitions)

When Rambo has 50% or less of his current maximum health, he will gain the following per 0,5% health missing from the 50% health limit (in addition to the above benefits) : 

  • 0,7% flat critical chance added after all mods and buffs.
  • 1,4% flat critical damage added after all mods and buffs.

(Note: during bleedout, Rambo would become a total badass with a secondary weapon, so you might see scenarios like "let the Rambo die and he'll kill the boss for you" lol)

1st ability - Guard

Lore spoiler below, at the spoiler box

Spoiler

To be filled later. Sorry xD

Rambo gains increased armor and health regeneration for a short period of time (shorter period than this ability's cooldown).
Ability synergy: if used when Rambo's 3rd ability is active, the values and period of time 1st ability is active will be increased, but all enemies who try to attack the friend marked by Rambo's 3rd ability, will try to attack Rambo instead.

3rd ability - Friend

Lore spoiler below, at the spoiler box

Spoiler

Lore of this ability: read at your own discretion. Please complete the quest "The War Within" before reading.

...

In life Rambo was a Dax guerilla warrior, who rebelled against his orokin masters after finding out that they turned his friend to a... something less and something more than a man, in their beyond inhumane experiments. Rambo was caught and punished, but for showing no signs of suffering for his "crime", he was subjected to the same treatment as his friend was. Furthermore, the orokin weaponized his will to protect his friends, by gifting him with the ability to mark a target to protect, and become a harbringer of doom for anyone who'd dare hurt that mark. This gnawed at Rambo's soul, having to protect his vile orokin masters so. The tenno eventually found this out, and were furious at what the orokin had done, and the rest is history.

Rambo marks an ally (cannot be cast on self) (can be Tenno operator, another warframe, a summoned specter, defense target of any kind (including excavation and mobile defense target etc)) to be defended. This ability is best explained by expanding on Chroma's third ability, except that the buffs from this ability are proportional to the friend's shields and health lost, instead of the casting frame's.
The more marked friend loses of their shields, Rambo gains Vigilance, increased sprint speed, accuracy and reload speed as well as decreasing recoil.
After marked friend loses half or more of their shields (50%), Rambo gains homing & piercing bullet buff (Bloodhound Rounds): to activate this, Rambo must first hit an enemy while zooming at least once. The last enemy Rambo had hit while zooming, will be the target of Rambo's next bullets for some seconds regardless of where Rambo aims and regardless of if enemy is hiding behind obstacles. The only limitation would be the weapon's falloff range.
When marked friend loses health, Rambo gains raw damage to his ranged weapon (primaries, secondaries, maybe archguns) attacks.
...
Tapping this ability again when it's already on cooldown will, in addition to losing Rambo's health, restore a portion of health and shields of the target, if the target is the same as was marked before. If target is different, it will just drain Rambo's health and have a different target marked.

4th ability - Resourcefulness

Reduces the remaining cooldowns of Rambo's other three abilities.
In addition, when tapping this ability again the first time when it's still on cooldown, Rambo will gain Bloodied Bullets which gives rambo extra ammunition to his ranged weapons ( this component is useless if already at max ammo). All Rambo's bullets also gain a slash status component for a short duration, which stacks with other slash components.
Furthermore, when tapping this ability another time while it's still on the same cooldown, Rambo's passive will act as if his healthbar ended at 50%, meaning you will get double the benefits from losing the same amount of health, and the passive 50% health loss limit is 75% instead, for the duration of this effect. This effect is called Killer Instinct.

Conclusion

I tried to build a frame that would have high tanking stats like Lavos, Inaros, Grendel and Valkyr perhaps, but who'd also be desired to be built for ability strength stat in expense of the usual tank mods, even for those who want to go for maximum tanking.

(to be continued)

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I like this frame especially with his passive and 3rd ability, but his 3rd ability seems only viable in squad and he only relying on friendlies to make him stronger. To make him truly a tanky frame, my idea is to changed his bleedout to make him enraged and his cool downs are cut by half but he still bleeding out, the only way him to get back up for good is to kill a lot of enemies or heal back to full health before the time rans out essentially virtually immortal, because the bleed out is only available when you're in squad and it's redundant to have that kind of passive 

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