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Frame Concept: "Bulwark", heavy gunner/suppressive fire Warframe.


(PSN)robotwars7
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note: all ability and Warframe names herein are placeholder names, this was a fairly rushed concept. if you have better names for this frame and/or his abilities, please share them!

Name: Bulwark (PH)

Role: Bulwark is a Frame that specializes in killing enemies with overwhelming amounts of ranged firepower, able to give and take copious amounts of damage, and turn any Primary firearm into a force of pure chaos and destruction.

Abilities:

 Stockpile (passive): Bulwark gradually regenerates ammo for his primary weapon, with the regen rate increasing for each enemy killed within a certain amount of time. can stack up to 10 times.

Ability 1;Lock and Load.

Bulwark exponentially increases the damage, reload speed and rate of fire of his Primary weapon, and the Primary weapons of squad members within a certain distance. Energy is drained over time during this mode, allowing for a damage boost that can be toggled on and off at will, provided the user has energy. Power Strength affects the damage, Fire rate and reload speed buffs gained, capped to a certain point. Power Range affects the size of L&L's Aura that affects allies (building for range allows you to buff the whole team!), power Efficiency and Duration mods reduce the overall energy cost for keeping L&L active.

this ability would naturally synergize with fast automatic weapons and shotguns, but would still apply to slower Primaries such as Bows and Snipers. Secondary weapons and Melee weapons would NOT be affected by this power.

Ability 2: Suppressive Fire.

single cast ability. whilst active, firing at enemies with your primary weapon, even when a shot misses, it will Suppress the enemy, causing the enemy to cower in terror on the spot for a short period of time. while suppressed, enemies cannot move or return fire until the duration wears off. Strength mods would allow you to suppress enemies with less shots needed, Range mods would allow you to Suppress enemies from longer distances, and affect larger groups. Duration mods affect the duration of the power, and Efficiency reduces the cost for casting Suppressive Fire.

this power essentially acts as Bulwark's CC contribution to the team. Suppressed enemies are helpless and can be easily flanked or killed at range by you and your allies, as well as allowing melee players (or yourself) to close in and strike multiple enemies with minimal risk. shots do NOT have to hit the enemy to Suppress, only pass their FOV, so utmost accuracy is not required. this would again, synergize well with most primary weapons, and allow Bulwark to contribute to higher levels after his damage has fallen off.

ability 3: Flashpoint

Bulwark sets up a defensive position made of near-impenetrable void-infused Steel plates approximately waist high, allowing easy shooting over plates while still providing protection from attacks if the player crouches. the defensive Plates are NOT invincible, but their strength can be increased through power strength and Armour mods, or exponentially increased by activating Lock and Load within close proximity to the plates (essentially a synergy of the two powers). when a player shoots their primary weapon standing directly over a Steel plate, they gain an exponential damage buff to their primary weapon, and receive an armour buff. power Strength mods and Armour mods increase the durability of each steel plate. Range mods allow for a larger Flashpoint, Efficiency reduces the energy cost of using Flashpoint. duration mods do NOT affect this ability, as there is no timer. Flashpoint runs out once all the defensive plates are destroyed.

this power allows Bulwark to hold down an area in modes like Defense, mobile Defense and Excavation. normally in Warframe, we wouldn't take cover to avoid gunfire, but this power rewards players who decide to give it a try, and in smaller rooms where there's less area to move around in, it can be safer to hunker down behind a plate and fight from a static position. it also allows greater protection from wide AoE attacks than evasion alone. it has an unlimited duration like Snowglobe, but this is balanced by limited durability, and it cannot defend well against Melee enemies, who can simply move around the Plates.

ability 4: Juggernaut (a two-tier power!)

Bulwark clads himself in thick void-steel armour plating, making him impervious to damage, at the cost of greatly reduced mobility. whilst in Juggernaut mode, Bulwark is completely invincible, but cannot sprint, roll or bullet jump without deactivating Juggernaut. doing so however causes the steel armour to explode from his body, damaging and staggering enemies around him. whilst in Juggernaut mode, Bulwark uses your equipped Primary weapon, but recasting the ability puts away your primary weapon and swaps it out for his Minigun. this can be referred to as going "full Juggernaut". Bulwarks Minigun can only be used in this Full Juggernaut form, but is classed as an Exalted weapon, being separately moddable from your standard loadout and dealing tremendous amounts of damage, in addition to having no recoil, unlimited ammo, an insanely high rate of fire and relatively high crit and status chance. arguably the most powerful automatic weapon in the game, but requires that the player activate the power twice. Juggernaut can be deactivated by rolling, Sprinting or bullet jumping.

in standard Juggernaut mode (using primary), Juggernaut is a single cast ability with a duration. in Full Juggernaut mode, Bulwark drains energy over time until he exits Juggernaut or runs out of energy entirely. Power Strength mods affect the base damage of Bulwarks Minigun whilst in Full Juggernaut, but as an Exalted weapon, it also scales based on your Primary weapon's mods (Rivens notwithstanding). Range mods would increase the AoE effect of exploding the Juggernaut armour upon rolling, Sprinting or bullet jumping. Duration Mods would increase the time you can spend in standard Juggernaut mode, and along with Efficiency mods, decrease the energy cost for using Juggernaut, as well as reducing drain over time for remaining in full Juggernaut mode.

by limiting his mobility, Bulwark's invincibility remains balanced and doesn't tread onto frames like Rhino, who has limited durability but full movement in comparison. with full Juggernaut mode, you sacrifice your ability to move quickly for overwhelming firepower, becoming a slow, but powerful monster that just keeps inching closer to enemies, no matter how hard they hit you. this mode would certainly see use in Defensive modes, where static combat is the norm, but I'm sure there are people who'd love to do a solo exterminate using Full Juggernaut mode. (I know I do!) the reason for the two-tier system is because there may be situations where Juggernaut is required, but forcing the player to use a minigun may not be desired, and people tend to roll their eyes at Exalted weapons these days. (I myself am guilty of this also). this way, players have the freedom to use their favourite primary, and if the situation requires the utmost firepower, a simple recast solves the problem by bringing out Bulwark's true firepower.

TLDR version for those who just want to see the powers, not the whole story:

passive: regenerate ammo for your primary weapon only, increases for each kill, stacks up to 10x

power 1 greatly increases damage, reload speed and fire rate for your primary weapon, affects allies within a certain range as well.

power 2 crowd controls enemies who you shoot at (but not necessarily hit).

power 3 creates steel barriers for holding down an area in defensive combat. steel barriers protect players crouched behind them, and buff a player's damage and armour when they shoot over them.

power 4 covers you in thick armour makes you very slow but totally invincible, recast to pull out an exalted Minigun that deals insane damage at a greater energy cost over time. deactivate by rolling, sprinting or Bullet Jumping, which explodes the armour and both staggers and damages enemies around you.

please leave any feedback below, and please keep criticism constructive! (this one was rushed out!)

@(XB1)RDeschain82, love to see your take on this!

 

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It actually seems like a cool idea, but I think it may need a couple tweaks (or additions) just to be practical in game play.

For one, the passive we'd probably need a different amount of ammo recovery for each weapon type as it stacks. Or perhaps remove the stacking, but make it only activate to restore ammo for a few seconds at a time after each kill.

The other one I would adjust would be Flashpoint, only because abilities that cause other players to have to change the way they play has rarely worked out in this game. I would keep the waist high cover, but add an energy screen (or something) that goes up the rest of the way that provides an amount of damage resistance. That way they could duck to avoid all damage if needed, or if they don't take advantage of that they could at least stand behind it for the damage resistance while being able to shoot through it.

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vor 1 Stunde schrieb (PS4)robotwars7:

ability 3: Flashpoint

Bulwark sets up a defensive position made of near-impenetrable void-infused Steel plates approximately waist high, allowing easy shooting over plates while still providing protection from attacks if the player crouches.

Dear god, i had hoped Coverbased shooter nonsense had died out by now...

Also, somebody is watching SAO:GGO....

 

vor 1 Stunde schrieb (PS4)robotwars7:

ability 3: Flashpoint

 when a player shoots their primary weapon standing directly over a Steel plate, they gain an exponential damage buff to their primary weapon, and receive an armour buff.

-exponentially this, exponentially that.... why? It's only overcomplicating stuff to balance.

-Your socalled 'synergy' is extremly forced and makes no sense.

All in all it's a crappy version of Volts Shield.

vor 1 Stunde schrieb (PS4)robotwars7:

ability 4: Juggernaut (a two-tier power!)

Well.... this Ability is just crap... here just some resons why:

-Invincibility, a S#&$ty and boring mechanic which DE activly tries to get rid of or in Harrows case actually penalise wrong usage.

-Limiting movment, also crap which goes agains anything in Warframes core-gameplay.

-2 Tier functionality, this makes this whole abomination overly complicated. There is no synergy between the to tiers. It's more like you simply ran out of ability slots to get you cliché minigun.

Edited by Walkampf
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On 2018-06-04 at 7:48 AM, (PS4)Riko_113 said:

It actually seems like a cool idea, but I think it may need a couple tweaks (or additions) just to be practical in game play.

For one, the passive we'd probably need a different amount of ammo recovery for each weapon type as it stacks. Or perhaps remove the stacking, but make it only activate to restore ammo for a few seconds at a time after each kill.

The other one I would adjust would be Flashpoint, only because abilities that cause other players to have to change the way they play has rarely worked out in this game. I would keep the waist high cover, but add an energy screen (or something) that goes up the rest of the way that provides an amount of damage resistance. That way they could duck to avoid all damage if needed, or if they don't take advantage of that they could at least stand behind it for the damage resistance while being able to shoot through it.

I agree with this. The concept is good. I would enjoy it. 

 

On 2018-06-04 at 6:51 AM, (PS4)robotwars7 said:

note: all ability and Warframe names herein are placeholder names, this was a fairly rushed concept. if you have better names for this frame and/or his abilities, please share them!

Name: Bulwark (PH)

Role: Bulwark is a Frame that specializes in killing enemies with overwhelming amounts of ranged firepower, able to give and take copious amounts of damage, and turn any Primary firearm into a force of pure chaos and destruction.

Abilities:

 Stockpile (passive): Bulwark gradually regenerates ammo for his primary weapon, with the regen rate increasing for each enemy killed within a certain amount of time. can stack up to 10 times.

Ability 1;Lock and Load.

Bulwark exponentially increases the damage, reload speed and rate of fire of his Primary weapon, and the Primary weapons of squad members within a certain distance. Energy is drained over time during this mode, allowing for a damage boost that can be toggled on and off at will, provided the user has energy. Power Strength affects the damage, Fire rate and reload speed buffs gained, capped to a certain point. Power Range affects the size of L&L's Aura that affects allies (building for range allows you to buff the whole team!), power Efficiency and Duration mods reduce the overall energy cost for keeping L&L active.

this ability would naturally synergize with fast automatic weapons and shotguns, but would still apply to slower Primaries such as Bows and Snipers. Secondary weapons and Melee weapons would NOT be affected by this power.

Ability 2: Suppressive Fire.

single cast ability. whilst active, firing at enemies with your primary weapon, even when a shot misses, it will Suppress the enemy, causing the enemy to cower in terror on the spot for a short period of time. while suppressed, enemies cannot move or return fire until the duration wears off. Strength mods would allow you to suppress enemies with less shots needed, Range mods would allow you to Suppress enemies from longer distances, and affect larger groups. Duration mods affect the duration of the power, and Efficiency reduces the cost for casting Suppressive Fire.

this power essentially acts as Bulwark's CC contribution to the team. Suppressed enemies are helpless and can be easily flanked or killed at range by you and your allies, as well as allowing melee players (or yourself) to close in and strike multiple enemies with minimal risk. shots do NOT have to hit the enemy to Suppress, only pass their FOV, so utmost accuracy is not required. this would again, synergize well with most primary weapons, and allow Bulwark to contribute to higher levels after his damage has fallen off.

ability 3: Flashpoint

Bulwark sets up a defensive position made of near-impenetrable void-infused Steel plates approximately waist high, allowing easy shooting over plates while still providing protection from attacks if the player crouches. the defensive Plates are NOT invincible, but their strength can be increased through power strength and Armour mods, or exponentially increased by activating Lock and Load within close proximity to the plates (essentially a synergy of the two powers). when a player shoots their primary weapon standing directly over a Steel plate, they gain an exponential damage buff to their primary weapon, and receive an armour buff. power Strength mods and Armour mods increase the durability of each steel plate. Range mods allow for a larger Flashpoint, Efficiency reduces the energy cost of using Flashpoint. duration mods do NOT affect this ability, as there is no timer. Flashpoint runs out once all the defensive plates are destroyed.

this power allows Bulwark to hold down an area in modes like Defense, mobile Defense and Excavation. normally in Warframe, we wouldn't take cover to avoid gunfire, but this power rewards players who decide to give it a try, and in smaller rooms where there's less area to move around in, it can be safer to hunker down behind a plate and fight from a static position. it also allows greater protection from wide AoE attacks than evasion alone. it has an unlimited duration like Snowglobe, but this is balanced by limited durability, and it cannot defend well against Melee enemies, who can simply move around the Plates.

ability 4: Juggernaut (a two-tier power!)

Bulwark clads himself in thick void-steel armour plating, making him impervious to damage, at the cost of greatly reduced mobility. whilst in Juggernaut mode, Bulwark is completely invincible, but cannot sprint, roll or bullet jump without deactivating Juggernaut. doing so however causes the steel armour to explode from his body, damaging and staggering enemies around him. whilst in Juggernaut mode, Bulwark uses your equipped Primary weapon, but recasting the ability puts away your primary weapon and swaps it out for his Minigun. this can be referred to as going "full Juggernaut". Bulwarks Minigun can only be used in this Full Juggernaut form, but is classed as an Exalted weapon, being separately moddable from your standard loadout and dealing tremendous amounts of damage, in addition to having no recoil, unlimited ammo, an insanely high rate of fire and relatively high crit and status chance. arguably the most powerful automatic weapon in the game, but requires that the player activate the power twice. Juggernaut can be deactivated by rolling, Sprinting or bullet jumping.

in standard Juggernaut mode (using primary), Juggernaut is a single cast ability with a duration. in Full Juggernaut mode, Bulwark drains energy over time until he exits Juggernaut or runs out of energy entirely. Power Strength mods affect the base damage of Bulwarks Minigun whilst in Full Juggernaut, but as an Exalted weapon, it also scales based on your Primary weapon's mods (Rivens notwithstanding). Range mods would increase the AoE effect of exploding the Juggernaut armour upon rolling, Sprinting or bullet jumping. Duration Mods would increase the time you can spend in standard Juggernaut mode, and along with Efficiency mods, decrease the energy cost for using Juggernaut, as well as reducing drain over time for remaining in full Juggernaut mode.

by limiting his mobility, Bulwark's invincibility remains balanced and doesn't tread onto frames like Rhino, who has limited durability but full movement in comparison. with full Juggernaut mode, you sacrifice your ability to move quickly for overwhelming firepower, becoming a slow, but powerful monster that just keeps inching closer to enemies, no matter how hard they hit you. this mode would certainly see use in Defensive modes, where static combat is the norm, but I'm sure there are people who'd love to do a solo exterminate using Full Juggernaut mode. (I know I do!) the reason for the two-tier system is because there may be situations where Juggernaut is required, but forcing the player to use a minigun may not be desired, and people tend to roll their eyes at Exalted weapons these days. (I myself am guilty of this also). this way, players have the freedom to use their favourite primary, and if the situation requires the utmost firepower, a simple recast solves the problem by bringing out Bulwark's true firepower.

TLDR version for those who just want to see the powers, not the whole story:

passive: regenerate ammo for your primary weapon only, increases for each kill, stacks up to 10x

power 1 greatly increases damage, reload speed and fire rate for your primary weapon, affects allies within a certain range as well.

power 2 crowd controls enemies who you shoot at (but not necessarily hit).

power 3 creates steel barriers for holding down an area in defensive combat. steel barriers protect players crouched behind them, and buff a player's damage and armour when they shoot over them.

power 4 covers you in thick armour makes you very slow but totally invincible, recast to pull out an exalted Minigun that deals insane damage at a greater energy cost over time. deactivate by rolling, sprinting or Bullet Jumping, which explodes the armour and both staggers and damages enemies around you.

please leave any feedback below, and please keep criticism constructive! (this one was rushed out!)

@(XB1)RDeschain82, love to see your take on this!

 

Flash point reminds me of tenor.gif?itemid=4872104

Can def see myself with my 1 up all the time and 2 in the middle of a bunch of enemies then 3,4. 

All and all I say good job. He's interactive and IMO would be a fun alternative to Mesa to play. 

Edited by (XB1)RDeschain82
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