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Posted (edited)

High energy Warframe, the Maquina is a caster frame. You can run and gun while generating energy, then use all of it to overwhelm your enemies.

 

Passive - Kinematics: Moving (Parkour, Sprint, Walking, Rolling, Falling) generates 1 Energy for every 5 meters travelled.

First Ability - Sentry Turret: Places a sentry turret on any surface, which attacks enemies in sight.

Second Ability - Overheat: Increases overall damage (Primary, Secondary, Melee and Abilities), while receiving more damage from enemies. Also upgrades his other abilities.

Third Ability - Missile Barrage: Launches multiple warheads to target area, dealing Blast damage.

Fourth Ability - Shockwave: Channels energy to create a gigantic explosion, which deals Blast damage and procs. More energy = more damage, more area of effects and greater status chance. (Team Energy Restores, Energy Orbs and Trinity's Energy Vampire doesn't restore your energy while draining)

 

Overheat affects Sentry Turrets: more overall damage, while receiving more damage.

Overheat affects Missile Barrage: target area is set ablaze, similar to Napalm's attacks.

Overheat affects Shockwave: doubles energy drain rate.

 

Augments:

Arsenal = More turrets can be placed.

Meltdown = Also increases attack speed, sprint speed and reduces reload speed.

Heavy Ordnance = Launches a single warhead, bigger and badder.

Demolition = Uses all energy at once to destroy everything in the vicinity.

Edited by daredevinho
Posted (edited)
Spoiler

Sentries have base health + shield (which regenerates as usual), which are affected by Maquina's health and shields. It's damage output is increased by Power Strength. It's attack range is affected by Power Range. It has no duration - instead, you can only place one at a time (placing more will destroy the last placed one).

 

Overheat increases the damage you deal with your weapons and powers, in exchange for receiving more damage. Damage dealt AND received are affected by Power Strength. It is a self buff, so it doesn't scale with Power Range. Power Duration increases it's duration.

 

Missile Barrage deals multiple, small AoE Blast damage - some missiles may hit the target, others will hit obstacles. The Augments sends ONE missile, which deals damage to the whole area. Power Strength increases it's damage. Power Range increases the Area of Effect. It has no duration so Power Duration doesn't affect it.

 

Shockwave has two casts - first one drains energy, second cast deals damage around Maquina based on energy drained. More Energy equals more damage and bigger Area of Effect. Power Strength increases damage dealt. Power Range increases Area of Effect according to energy drained (to prevent double-tapping casts). It is not affected by Power Duration. Power Efficiency reduces the first cast energy cost, and reduces the drain rate (which is bad, IMO).

Above is a long description of how the abilities are affected by Power Strength, Duration, Range and Efficiency.

 

Below is a long and detailed description of the abilities:

Spoiler

Passive - Kinematics: Moving (Parkour, Sprint, Walking, Rolling, Falling) generates 1 Energy for every 5 meters travelled. That's about 100 energy for 500 meters travelled!

 

First Ability - Sentry Turret:

Description: Places a sentry turret on any surface, which attacks enemies in sight.

Energy Cost: 25

Damage: 50 physical damage (50% puncture, 25% slash, 25% impact), with 1.0 fire rate. (Power Strength)

Range: 15m (Power Range)

Duration: none

 

Second Ability - Overheat: Increases overall damage (Primary, Secondary, Melee and Abilities) by 15%, while receiving 15% more damage from enemies. Also upgrades his other abilities.

Energy Cost: 50

Range: self

Duration: 6 seconds (Power Duration)

Overheat affects Sentry Turrets: 15% more overall damage, while receiving 15% more damage.

Overheat affects Missile Barrage: target area is set ablaze, similar to Napalm's attacks.

Overheat affects Shockwave: doubles energy drain rate.

 

Third Ability - Missile Barrage

Description: Launches multiple warheads to target area, dealing Blast damage.

Energy Cost: 75

Damage: 40 (15 missiles). (Power Strength)

Range: each missile has 0.5 blast radius. The Augment has 6m radius. (Power Range)

Every missile deal it's own damage, in a small areas of effect, similar to the Angstrum. The Augment will launch a SINGLE, big missile, like the Ogris, which deals damage to the whole radius, total damage = 40*15=600 total damage.

 

Fourth Ability - Shockwave

Description: Channels energy to create a gigantic explosion, which deals Blast damage and procs. (Team Energy Restores, Energy Orbs and Trinity's Energy Vampire doesn't restore your energy while draining)

Energy cost: 25. Drains 10 energy per second. 

Damage: 200 + 100 damage per second channeled. (Power Strength)

Range: Minimum is 3m. Gains 0.1m per second channeled. (Power Range)

 

Edited by daredevinho
Posted (edited)
19 minutes ago, DeadScream said:

Dude, that sounds like hek of a very fun gameplay ! 

ikr?

But the name bugs me. Would you suggest a new one?

Edited by daredevinho
Posted
19 minutes ago, daredevinho said:

ikr?

But the name bugs me. Would you suggest a new one?

Arès, God of Destruction from the greek mythology ? 

 

I just searched some god of destruction, it's what I'm thinking about when I read your abilities :) 

Posted

Eh, this is more of a Mech frame, or flat out just Heavily-armed frame.

My idea of a mechanical frame is just that, a giant automaton.

With abilities like "Shift gears", "Attach parts" or "Fuel injection".

 

Also, Passive OP, replace with "Overheat".

Parkouring builds heat on frame and weapons, adding additional fire damage to weapons, but reducing armor.

Posted
1 minute ago, daredevinho said:

It could generate something like 1 energy for every 10 meters. Also, you won't have much room to run if you are fighting.

You have a turret, a missle barrage system, and an explosive ult for when things get hairy. You don't need to stand in one place to keep fighting.

In fact, you refer to this frame as a Caster. So one could assume they aren't very durable. Meaning that running around in the fight is exactly what you should be doing.

Posted

Like the concept and abilities as well as their strengths and weaknesses, but the mental image is a little tough for me to process. The reason for this is that I am picturing a lightweight and speedy caster war-frame like Volt, except it has abilities that are comparable to Rhino's. How exactly would you balance those contradicting perspectives? 

Overall please continue working on this war-frame concept, cannot wait to try it out if it makes it into the actual game!

Posted

I will use Rhino as an example.

He has great stats. High armor, shield and health. On top of that, he has Iron Skin, which raises his survival, and Stomp, which is (IMO) the best CC in the game.

 

As for Maquina:

He also has great stats. Not as great as Rhino, in exchange for more energy. His Overheat, on the contrary, REDUCES survivality - in exchange for more damage, which in return is also a way to survive the hordes of enemies. His turret may draw aggro, his missiles knocks people down and the shockwave, well, the shockwave obliterates everything.

 

So, he may not be the best tank, but he is a strong caster.

Posted

(Note: bunch of copy/pasted stuff i said from talking to daredevinho from discord, so the thoughts are mixed up a bit, enjoy ^__^)

(a thought on the passive at the time)
right off the bat, seeing a Passive that involves movement to regenerate Energy seems quite powerful Reminds me of how Volt needs to run around to generate electrical damage on his next attack, and that maxes out at 1,000pts for Volt
if the warframe has a Passive that regenerates Energy from all forms of movement, then i'd imagine the abilities are HIGH in cost (example: instead of the usual 25/50/75/100 energy, Maquina would take maybe 50/75/100/125 or simply something higher)

(a thought on general concepts)
I'm having a problem identifying the theme behind this frame design.
Some aspects tell me it's heavily related to Blast damage, like how we have 5 other frames that center around a damge type.
Some aspects tell me it's all about movement and high octane, spammable abilities. Like Ember, but slightly different and faster. Do you enjoy Ember ingame so far?
Some aspects tell me it's a sheer War Machine, and now i think of World War 2 for example.

(reaching a first conclusion at one point in time)
No doubt that you put a good deal of thought into how Maquina operates, but i can't see it catching my eye as a concept.
the words used to describe how Maquina does what he/she/it works, i think of a Machine, a war machine at that. If DE needed a concept for a Grineer designed Warframe that's sorta mech-like and deals absolute destruction, i'd say that would fit that slot well ^__^

Maybe i'm simply looking for a spot in which this concept can fit into the Lore of Warframe. Lore certainly does help out, at least for me it does XD I hope my idea of a grineer prototype warframe could help out, maybe the community can expand on that
but if that's not what you see in Maquina, then i wonder what it is (beyond how it works as a warframe with a passive and abilities)

and then daredevinho asked me to come share my thoughts here, so here it is ^__^
hope your concept obtains more attention than i could ever provide.

Posted (edited)
16 hours ago, Phailberry said:

(Note: bunch of copy/pasted stuff i said from talking to daredevinho from discord, so the thoughts are mixed up a bit, enjoy ^__^)

(a thought on the passive at the time)
right off the bat, seeing a Passive that involves movement to regenerate Energy seems quite powerful Reminds me of how Volt needs to run around to generate electrical damage on his next attack, and that maxes out at 1,000pts for Volt
if the warframe has a Passive that regenerates Energy from all forms of movement, then i'd imagine the abilities are HIGH in cost (example: instead of the usual 25/50/75/100 energy, Maquina would take maybe 50/75/100/125 or simply something higher)

Volt gains 5 static for every 1 meter he travells. Maquina gains 1 energy for every 10 meters he travells. It would take 250 meters to receive enough for his first ability!

Now, if we increased the energy costs of his abilities, he would take forever to build up energy, making the passive useless.

I think it is balanced enough.


(a thought on general concepts)
I'm having a problem identifying the theme behind this frame design.
Some aspects tell me it's heavily related to Blast damage, like how we have 5 other frames that center around a damge type.
Some aspects tell me it's all about movement and high octane, spammable abilities. Like Ember, but slightly different and faster. Do you enjoy Ember ingame so far?
Some aspects tell me it's a sheer War Machine, and now i think of World War 2 for example.

His abilities doesn't deal only Blast damage. His sentry should be Puncture or Impact. His missiles are Blast damage. Meanwhile, his ultimate is Radiation actually Blast.

No, he's not fast, but he does spam abilities a lot.

Yes, a real War Machine.


(reaching a first conclusion at one point in time)
No doubt that you put a good deal of thought into how Maquina operates, but i can't see it catching my eye as a concept.
the words used to describe how Maquina does what he/she/it works, i think of a Machine, a war machine at that. If DE needed a concept for a Grineer designed Warframe that's sorta mech-like and deals absolute destruction, i'd say that would fit that slot well ^__^

I don't want to elaborate his background/lore, because it could fit anywhere. A grineer prototype, a corpus humanoid MOA, a tenno ancient war machine.... leave it to DE, I guess.


Maybe i'm simply looking for a spot in which this concept can fit into the Lore of Warframe. Lore certainly does help out, at least for me it does XD I hope my idea of a grineer prototype warframe could help out, maybe the community can expand on that
but if that's not what you see in Maquina, then i wonder what it is (beyond how it works as a warframe with a passive and abilities)

Oh, I see. Well, most Warframes don't have a proper background, so I left it blank.


and then daredevinho asked me to come share my thoughts here, so here it is ^__^
hope your concept obtains more attention than i could ever provide.

Thanks =)

 

Edited by daredevinho
Posted

I do really like the concept, but I do feel that it could be a little op depending on base dmg of course. There could also be the problem of it being under powered for higher levels. I feel like there should be some scaling something involved other than max energy if it is gonna be a damage frame and maybe some impact damage as well if it will be less dmg and more utility. The cost of his abilities and his passive could be a make or break deal for this idea. I like the idea of making the player run around while shooting to receive energy and maybe an idea to think about is if you get a kill while running and shooting, you get an extra burst of energy. Now seeing as he (or she) can refuel as it were the abilities should be rather expensive to start off (decreasing with power efficiency obviously). I really really like the first ability of placing turrets but maybe you would want to add something like Ivara's first where you can cycle through different turrets such as a long range sniper type, mid range rifle type, and a short range shotgun type, etc and maybe even add in a turret that is something like the thumper from the void/derelict. I also like the idea of his secondary but maybe include some amount of fire into the regular ability and not just the augment. Missile Barrage reminds me of Odonata's 3rd (Seeking Fire) and of Elytron's 1st and 4th (Bloomer and Warhead). For the augment of missile barrage, I like the idea, and I'm just gonna assume that it would combine the dmg of all the other rockets into one so it does [base dmg x n (n being the number of smaller rockets)]. I'm not completely clear on how Shockwave works but I think it works something like Banshee's sound quake just more explosive. It is an interesting idea but I think that the ability should be more like the augment where it drains all energy to make an explosion that does more damage with the more energy that you have. The augment should do something like adding radiation damage as well or corrosive or something of the sort letting it scale a little better. Along with that, there should be a cool down or a charge up time (or both) to it so you can't just bring an ev trin and spam atomic bombs everywhere. As for looks maybe the design could be kinda based off of Samus Aran in her Varia Suit. http://nintendo.wikia.com/wiki/Samus_Aran 

Sorry for the long reply I just thought I would give all of my thoughts in one go XD

-ReaperCrewGreen

Posted

His ultimate is like Banshee's Sound Quake with the Resonating Quake augment. But instead, it does the damage in one go. And it is guaranteed to knockback and knockdown.

To compensate for the long channeling, his augment will use it all his energy at once.

Posted

You have put a lot of thought into this build. I am highly impressed with the time you spent into making this build. I am totally going to try this.

Posted

Another idea is maybe having the number of turrets increase with power strength (to a certain point like max turrets 10 or something) because I would totally just make a circle of turrets and dance in the circle. 

Posted
10 hours ago, ReaperCrewGreen said:

Another idea is maybe having the number of turrets increase with power strength (to a certain point like max turrets 10 or something) because I would totally just make a circle of turrets and dance in the circle. 

You'd need a lot of energy for this o.o

I mean, 100% power strenght = 1 turret, 249% = 10 turrets.

10 turrets = 250 energy. But with -50% power efficiency, that would be 500 energy used!

Not feasible. Unless you're a madman. Then, I'd dance with you ^^

Posted

Guys, I updated the second post to have a long and detailed description of the abilities! You will see how they are not overpowered by checking the numbers!

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