my mech and weapon ideas (updated)
any weppon with an energy cost over 16 is limited to 1 per player
attacker mech - name "Carrier"
Ability-(pasive) can hold four weppons that can be equiped in the hanger
max energy capasity - 44
health - between redox and brickhouse
Movement speed - very slow
rarity - legendary
support mech - name "Lighthouse"
Ability - Radar, will reveal all opposing mechs (including shadow and eclips) on the field and apply stasis (for 2-3 seconds at most)
max energy capasity - 16 or 24
health - around 170,000 at max
rarity - legendary
Heavy Duty Weppon - Name "Cannon"
Magazine - 40
RPM - 120
range - optimal 0-70 max 71-120
Projectile speed - 180
energy cost - 12, 14, 16,
DMG - pretty high
Perk - Armor peircing - if a bullet hits a shield it will pass through but only deal a percent of the original dmg to the mech, like orion ability but also works on panther barrier.
no double dmg chance and it also reduces turnning speed, like minigun
rarity - epic
Barrash weppon - name "Carpet bomb"
The thing about this weppon is it fires a projetile that archs over the target but when it reaches directly over the target it propells itself straight down
Range - optimal 5-95
Magazine - 5-10
projectile speed -similar to nade laucher
energy cost - 6, 8, 12, 16,
DMG - similar to nade laucher
max DMG radius - 8
rarity - legendary
Sniper weppon - name "Sonic Rifle"
Range - infinite
Magazine - 1
projectile speed - instant
energy cost - 20,
Dmg - same, or close to EM Rifle 16, but no double DMG chance
when fired, the bullet will ignore all walls, barriers, and shields, passing through them and damaging all mechs in its way
Perk - Sonic Boom - all mechs within 5m of the bullet as it travles will take 25% DMG
Reload speed - 20-24 seconds
Shot deley - 1 second
Rarity - epic
Tank Mech - name "Titan"
Ability - endure - reduce all DMG taken by 40% for 7 seconds - cooldown - 7 seconds
Max energy capacity - 24
Max level Health - around 130,000
rarity - common
Close Quartars Weppon - name "Hammer"
energy cost - 12
range - optimal 0-7, max 8-15
Magazine - 1
Perk - impact - apply stun effect for two seconds
DMG per magazine - arround 70,000
Reload - 6-8 seconds
rarity - legendary
Beam Weppon - name "Repair beam"
energy cost - 6, 8
Range - optimal 0-60
RPM - 600
Max rapair per magazine - arround 30,000
magazine - 100-200
is effected by pilots
does not do any DMG, only effects allies
Rarity - rare
Scout mech - name "Kamikaze"
Ability - self destruct - explodes (and dies) after a two second deley, damaging all enemy mechs within a 20m (or it could be 15m if 20m seems to OP) radious. counts as a kill for the mech that was closest to it when it exploded. ability can be activated while stuned. is imune to all DMG while while ability is active
Max level ability DMG - 250,000
health - similar to Gardian
the ability can be blocked by shields and walls
Energy capasity - 24
movment speed - very fast
movement speed while abuility is active - extremely fast
rarity - rare
Tank Mech - name "Fortress"
Ability - Entrench - reduce all DMG taken by 80%, but prevents the mech from moving, and greatly reduces turning speed. the ability can be toggled on or off after a 8 second couldown (DMG reduction can go up to 90% with implants)
health - similar to bastion, if not higher
energy capasity - 24 or 32
movment speed - very slow
rarity - legendary
Beam weppon - name "Ray of Doom"
Perk - will apply all debuffs after a period of time in this order. overheat-0.5 sec, shock-1 sec, corrosion-1.5 sec, stasis-2 sec, mark-3 sec, EMP-4 sec,
DMG - high
Magazine - high enough that it hardly ever needs to reload
RPM - 300
energy cost - 24,
rarity - legendary
Close Quarters Weppon - name "Flamethrower"
a fast attacking weppon that will shread through armor at close range
will apply overheat effect
Hit cone - 20
RPM - 3000
Magazine - 1000
Max level range - 35
energy cost - 8, 12, 16,
rarity - legendary
scout mech - name "Grasshopper"
ability - hop - dash 15m in the direction you are moving, if you are not moving dash forward
Ability cooldown - 1 second
max level health - arround 45,000
energy capacity - 16 or 24
rarity - uncommon
assault weppon - name "Plasma Rifle"
Perk - Charge shot - clicking and holding will cause the weppon to charge up, but will not fire until you stop. when fired, the projectile will do incresed DMG based on how much charge% it has, and will also cause certain effects. splash DMG will occure at 25% charge shot, starting at 3m and will got up to 11m at 100% charge shot. a short EMP effect will occur at 50% charge shot, starting at a 0.5-sec effect and will go up to 1-sec at 100% charge shot. projectile speed will decrease based on how much charge% it has, but projectile size will increase (significantly).
Magazine - does not have ammo, instead has a charge indicator
charge per second - 4% or 5%
Charge example - a 1% charge shot would do 1,000 DMG, a 100% charge shot would do 100,000 DMG
optimal range - 120
energy cost - 8, 10, 12, 16
rarity - legendary
support mech - name "Apollo"
Ability - Haywire protocol - disables the targiting systems of all enemy mechs within a 50m radious and apply shock effect, durration, 8-sec. cooldown, 5-sec
health - close to cheetah
energy capacity - 16 or 24
rarity - rare
these are all my mech an weppon ideas. I know that some are better then others, and some are not very good. the only point of this is to give the DEVs even a small ammount of inspiration. and I'm fine with the my ideas being stolen.