Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

Samar - the Hunter frame


BlackDiamondAce
 Share

Recommended Posts

(I thought I'd take another shot at a frame)

 

class: assassin(range)

role: utility

Health: 200(600)

shield: 50(150)

armor: 175

sprint speed: 1

polarity: 3D, 1V, 2 bar

Aura polarity: either V or bar

energy: 100(300)

 

lotus blurb: "Careful precision is the main goal of this frame, take caution you don't take on too many enemies at once."

Codex: "Careful, proficient and always having a plan, this light weight frame boasts itself as a laid back fighter who would rather take on enemies one at a time."

 

Description: Samar is a taller frame than the average, standing 6 inches taller than Excalibur and however thinner.  the lanky frame takes a rugged take on a bushman, garnering by default a boonies hat with one side of the hat crisped up to the top.  the basic skin is hidden beneath some basic clothes? as a simple coat like jacket and under wrap.  this jacket is by default a vest with coat underneath, this coat has a decent length of coat tails.  the waist is wrapped in some purple/violet sash and runs under the coat and vest, and a belt with a few unmarked pouches hang off with straps and lace, a belt buckle is made by what appears a tooth of a Kubrow(?) or some unknown large animal; this belt is underneath the coat tails and above the sash.  the leggings are what they would be(?) without any clothes on.  a knee pad is placed upon the left leg and a shin guard is on the right leg.  the foot wear is a bit like Vauban, a bit though, the difference is how it blends into the frame, these look equipped, not part of a suit.  the arms are, on the left uncovered except for a glove and wrist guard, and the right an arm wrap and bracer with a hand wrap instead of a glove with the back of the hand being covered.

the actual design of the frame is basic, as it stands  about

 

 

general passive: Plain sight: Countless years hiding in the shadows have allowed for 75% harder to detect, and invisibility to corpus scanners.  if samar holds still, he will slowly go invisible as he blends into the surrounding area, by matching patterns in the environment and will only disengage when he makes an aggressive action, makes a loud nose or moves too quickly.

special passive: hold tracer: when wielding a sniper, aiming down sights causes him to lock up, to release you must fire a shot or release aim.  Firing a shot at any part of an enemy body will result in a guaranteed headshot with max critical damage without his general passive.  Most effective with higher crit damage modifiers.  if suppressed, will not break camoflauge.

 

1: obscure: tosses a small smoke grenade in an arc up to 50 meters, that emits a colored smoke based upon energy color (default energy does not color of smoke, smoke by default is white)

energy cost: 25 energy

cooldown: 30 seconds

duration: 60 seconds

properties: duration increases cooldown, efficiency lowers cooldown but also lowers duration.  Enemies cannot attack what they can't see, however can still try and attack or get out to signal alarm or see you. Deploys silently.  Cooldown is exactly half of duration, change is applies to both.

2: hack eye: deploys a small camera and radio in an arc to spy on enemies, revealing their location and status, can also be used to cipher complete simple nodes

vision range: 300 meters

radio range: 450 meters

detect range: 600 meters

energy cost: 50

cooldown: 15 seconds

duration: 5 minutes

properities: is a useful tool make sure you remain hidden, because this can be deployed on any surface, throwing it out of sight allows for easy maneuvering.  Cannot be used against infested(as they communicate through pheromones and the camera gets easily obscured by the environment) and had a reduced duration on Orokin void towers. (Orokin derelicts do not affect them)  major note: the camera shows enemy names and exact position, but radio shows sillohuetes and current alert status.

3: Rail round: changes damage type to penetration on all ranged weapons. Be cautious as this is a toggle and can cause weapons to be weaker because of the change to specific damage.

toggle: 5 energy per shot

damage scaling: 50/100/200%

toggle on/off: 1 second

notes: combined with his passive, on a sniper rifle that wouldn't get much multi target damage, the 100% penetration chance allows for line up kills.  Be mindful of what weapons you use, as some weapons are less effective with this abolity and others more so.  Reliance of high slash or impact damage is going to be hindered in some way.  Machine gun and full automatics are not good choices either as they consume vast quantities of energy.  This also doesn't scale through penetration mods inherently, only base damage and power strength (.3% power consumption increase per point in power strength)

4: MSV optics: turn on special lenses in the helmet to see through walls, enemy weak points and their critical spots.  In dark areas, activates automatically for no energy consumption as night vision.

toggle rotation: IR, X-Ray, Radio, off 

IR: used for seeing objects like codex pulses, drains 15 energy per pulse, pulse occurs every 3 seconds. Has possibility to be obscured in hot environments or if enemies are in an insulated suit.

X-Ray: causes a screening sweep, to see enemy weak points. Black and white. Drains 3 energy per second, until turned off. (Critical)

Radio: emits an inaudible pulse to reveal weak points in armor or suits, can't reveal enemies that are shielded, except as walking or flying orbs. Pulse is the least energy draining, 1 energy consumed per pulse, pulse occurs every 5 seconds, cannot see until echo returns. (Weak point)

off: return to normal camera

note: the toggle acts as if lenses are quickly being rotated in and out of focus.  Be mindful of energy drains, each one consumes different amounts of energy.   Be also mindful of your environment, using radio against corpus is a bad idea as shields make it difficult to see, IR can be obscured by the environments like deserts or power cores of ships, and insulated suits for Neptune grineer, or the artic corpus planets, can make it sometimes unappearant where enemies are.  how to toggle: Tapping 4 will quickly cycle through and will consume energy, however holding 4 and pressing 1, 2 or 3 will cycle the mods manually to a specific, releasing after a second turns it back to default.

 

recipe drops from (unknown, formerly Lephantis), and the parts drop from rare infested as far as we know.

 

patch note: 6/21/16: added recipe, will work on means to flesh out character

patch note: 7/2/2016 pt 1: basic description, ability tweaks and a bit of reveal has changed drop location.  I am currently looking for a warframe size chart.  I know there is one, don't know where

patch note: 7/8/1026: been a while, couldn't find the chart, still having issues imagining the design.  but a shape is coming together, and the passive has changed to reflect some discussions between me and Mako (awesome guy, awesome artist), that being because Samar hiding on worlds and assassinating targets, modified his frame to adapt by camouflaging his presence to be more discrete.

Edited by BlackDiamondAce
Have you read the patch notes yet?
Link to comment
Share on other sites

1 minute ago, tennorod said:

Sounds similar to banshee and is a little squishy with 150 shield & armor

He is not meant for melee combat.  One of the things I was planning on adding was a permenant slow on melee and speed. To make sure he isn't too fast, then I realized that he lacks in escapes, so I matched it to Excalibur and left it there. He is reliant imo, on cameras and smoke.

Link to comment
Share on other sites

  • 2 weeks later...

1 seems like it would do more harm than good in a team setting and before lvl 10

2 next to useless as is, anything it detects outside of enemy sense range will most likely go unnoticed as you're busy killing stuff within that range that is also trying to kill you.

3 corrosive damage has little use outside of Grineer and the ability adds no innate power

environmental interference on IR would be hard to implement and it's also weak so a drawback like that is the last thing it needs

Overall pretty under powered, i would start by removing some of the drawbacks you probably  thought of as counter balances. First make sure he can deliver on whatever power fantasy he's meant to evoke, THEN you can see if it needs reigning in.

 

Link to comment
Share on other sites

4 hours ago, Virotoxic said:

1 seems like it would do more harm than good in a team setting and before lvl 10

2 next to useless as is, anything it detects outside of enemy sense range will most likely go unnoticed as you're busy killing stuff within that range that is also trying to kill you.

3 corrosive damage has little use outside of Grineer and the ability adds no innate power

environmental interference on IR would be hard to implement and it's also weak so a drawback like that is the last thing it needs

Overall pretty under powered, i would start by removing some of the drawbacks you probably  thought of as counter balances. First make sure he can deliver on whatever power fantasy he's meant to evoke, THEN you can see if it needs reigning in.

 

thank you btw, working on edits

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...