![]() ![]() Essentially something of a second in command squad unit to Lech Krill. Levels 80+, in this case I'm pondering replacing the Heavy Gunners with a weaker variant of Lech Krill, minus the invulnerability and RNG phases. They become a force to be reckoned with, but one that can still be overcome. Essentially approaching the end-tier of Raids, this change makes heavy gunners a clear threat on the battlefield, and something that players should deal with quickly. Levels 65-79 gives them the ability to dual wield a Melee and a primary/secondary. Adding in a melee weapon also creates some interesting situations in close ranged combat, or when enemies are disarmed. Holstered, of course, but usable weapons should the AI decide to spice up the weapon variety and fight us with more than just a regular gun. Levels 51-65 provides them the use of a secondary weapon/melee weapon (stance added). With this defensive measure added, the Heavy Gunners can better pose a threat to us as a "heavy unit" on the field, outside of a health stat/armor increase. Levels 36-50 allows them to deploy a stationary shield (much like the Grineer Shield Lancer) to use as a defensive measure. Thus giving Heavy Gunners the ability to resist some CC, but also use current assets for an expanded function. Levels 21-35 gives them the ability to use their AoE ability to stop knock back abilities. To ensure that beginner players and lower planet content aren't too overwhelmed. We have a greater dynamic in end-game, and our enemies become far more interesting to fight Veteran players actually face a challenge, rather than just more bullet sponges. Thus, we have challenge from content that is not just a rehash of the content that we have, but an expansion of this content by giving content better mechanics as their levels go up. With these units moving in three dimensions and with more varied methods, tracking them on the battlefield would already be cumbersome visually. ![]() This change makes them a very mobile and powerful unit on the battlefield.Īs a note, giving the Scorpions a telegraph such as a more audible and unique sound effect when firing hooks, or walking on wall/ceiling surfaces, would be a good idea. Levels 80+ Scorpions now have another sword, thus giving them dual wield capabilities, in addition to using their feet as grappling hooks, as they've been given more hooks to use. Freeing up their hands to combat wall running Tenno, Infested Units, and also their hooks. ![]() Levels 61-80 Scorpions attain the ability to walk on walls through hooks on their prosthetic feet (or maybe just changing their feet with mechanical claws, sorry for making more work for the animations and model department!). Or avoid such abilities completely by grapple hooking out of the way of the incoming ability. This could also allow them to resist knockback effects by shooting their grappling hooks into the ground to resist it. Levels 46-60 Scorpions have the ability to shoot their grappling hooks into terrain, thus allowing them to use the environment vertically and fly around/across the battlefield. Thus, the Scorpions can actually go into hand to hand combat with the power and technique befitting of one of the Grineer's few melee units, and one of the higher units at that. Levels 31-45 Scorpions now have a stance for their Machete to better utilize their weapon. Also allows the Scorpion some added defense in melee combat as well. This gives the Scorpion some survive ability as it's one of the few units bringing a sword to a laser gun fight. Levels 16-30 Scorpions are able to block bullets/roll out of the way of incoming skillshot/ranged abilities and bullets. Levels 1-15 Scorpions is what we have now. Grineer Commander, Grineer Bombard, Grineer Heavy Gunner) would reflect their rank by presence and mechanical variation, while also coordinating (in appearance) the rest of their squad through telegraphs like a hand signal, or verbal commands that their squad units respond to and act accordingly with. Status is reflected by rank, and those above are more mechanically diversified and potent than their underlings. ![]() Specific units for specific tasks, while also providing a hierarchical ladder similar to their cultural reverence of The Queens. For the Grineer, the obvious tactical ideology that this faction would have would be a focus of Squad composition and strategy, similar to what we have in today's military. As the Grineer represent the only actually militant force in our WarFrame universe, I hope to impress that upon the player by not only giving feedback on the individual units that we face, but also the tactics to which the player sees our enemy units moving. ![]()
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