#3 New Robot ideas
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Bahamut (MK3)
170,000 hp
40 km/h on ground 80 km/h in air at 0% 160 km/h in air at 100%
2 medium 1 light
20 second cool down
Weapons oriented like Hover
Ability: Buildup
Bahumet takes 2 seconds to take off (like harpy), but to about the altitude a Cossack jumps. Once this is reached flight and transformation is complete and it can begin to fly.
It flies like the Hover, but with 2 big changes.
For 1, it has thrust where the legs point (due to shape the legs are still facing forward but still push it in different directions.) This allows it to change direction in air fast; although since it's not locked to an altitude it takes longer to do than most stuff today.
The 2nd change is the up and down mechanic. It has infinite fuel, but when you stop holding the button to go up, there is a blast of fuel that stops your upward momentum and can push you down. This is here so that if you spam the ability you can dive really fast.
While in the air it gets a built in missile gun and a shield which both have a special property - they change based on damage.
The weapon fires rockets like a pinata at 500 meter range, doing 1,000 damage per rocket, +.1% of opponent total hp. It has a firing rate of 10 rockets per second. It is meant to counter players with more hp, but will do less to players with less hp.
It doesn't bypass resistance, but takes it into consideration as hp. It takes 3 seconds to lock onto a target's hp; you have to look at them and it will not affect how the weapon fires (you can fire it as another weapon so it's not automatic like Fafnir). If you lock onto a target with 1mil hp, then each rocket will do 1k +.1%, so 1,100 damage. If you switch to a weaker target, like a Cossack with 40 k hp, then it will do 1,100 damage until 3 seconds have passed.
The shield is a type of reflector, but instead of reflecting it heals.
It blocks 30% plus the amount of damage it would have taken up to 69%, and heals back half of the damage taken over 5 seconds, and takes no grey damage when the shield is up.
If it has 100,000 hp and takes 10,000 damage, then it blocks 40% and heals back 1/2. 6,000/2 is 3,000, so it takes 6,000 damage and heals 3,000 in the next 5 seconds. The reason 69% is so important is because this means the max it can block is 99%, so if you have the firepower to kill it once every second, then it can survive.
IT IS ONLY ABLE TO HAVE 99% SHIELD POWER IF YOU ARE ABLE TO KILL THE ENTIRE ROBOT ONCE EVERY SECOND
The shield activates .6 seconds after taking damage and only stays up for 3 seconds after damage is taken, so it has a sniper weakness.
The last part of this robot is why it's so unfair. The amplifier system.
It has a built in amplifier that stacks with a Nuclear amplifier, and goes up to 100% damage; each tick is 1% and takes 50,000 damage to get. You need to do 5 million damage to get 100% power. It also boosts speed and by the same percent. It gains a healing factor that heals at 1% per second, and goes up to .5. The built-in rocket also increases damage and percent, +10 damage and .001% damage per tick, up to 2,000 damage and 2% per rocket.
Upon reaching 100%, it gets another healing factor that heals the grey bar at 1% per second. Additional damage done gives it a defense point up for every 50,000 damage, up to 50. Once this is finally met all new damage heals .5% of the grey bar and 1% normal hp, like the magnet weapons do.
On top of all this, when Bahamut lands, it expels all its charged power, doing 1,000 damage for every percent it had in the air in a 50 m radius. It is stuck in place for 5 seconds, and then its cool down can begin.
If Bahumet is hit with EMP, all built up damage from ability is lost.
Tatsu
150,000 hp
2 medium
65 km/h 100 km/h in air
10 second cool down
Both medium weapons are on the sides in Outlast mode
Both medium weapons are centered in Outrun mode
It is a very short and small robot; smaller than a Rogatka.
Tatsu is the speed oriented version of the Bahamut, trading power for speed, health and protection.
Ability: Outrun/Outlast
Ability is a switching ability where Outlast is the default. In Outlast mode, Tatsu is on the ground. It has an aegis shield with 65,000 hp, that recharges 10,000 every 2.5 seconds. It has a Seraph type shield that blocks 70 - 40% and has 30,000 hp, recharging every 10 seconds. In this mode, all damage accumulation done while in Outrun mode will fuel the aegis shield and the Seraph shield durability, trying to keep them full as long as possible.
In Outrun mode, Tatsu flies in the same way Bahumet does, but its thrusters change its direction faster; it's like a Khepri in the air. It's faster up and down than the Bahamut. If it lands, it is still in flight mode and can just fly whenever it wants to. Because it needs the ability button to switch modes, you use the movement pad or arrowkeys to fly. For arrowkeys there is a .5 second delay in turning in the air, allowing you to fly at angles. All damage accumulated during Outlast mode will become temporary hp boosts, activating to 1/2 incoming damage as much as possible until accumulation is gone. In this mode it has neither the Aegis nor the Seraph shield. It activates built in missile weapons that act like Hydras; essentially 2 more built in weapons with 600 m range. The weapons have a special corrosion effect that lasts 10 seconds and does more damage to higher hp opponents. Corrosion is stacked at 10, and rockets do 1,000 each. It fire 3 rockets a second, and rockets do 2% extra damage for every 10% more hp enemies have that it based on full normal hp and compared to it's own.
The Systems
When you do damage to something you get 50% damage dealt as accumulation. This will go to the shields and healing, but only available in the other form. If you have 1,000,000 accumulation available (2,000,000 damage done), then your shields and health will have a lot of healing power. The accumulation is only able to help the Aegis and Seraph shield every 5 seconds, so they can go down. The hp in Outrun will always immediately heal back 1/2, but does not bypass the grey bar.
Unfortunately, if you have 1,000,000 points available for Outlast mode, but 0 available for Outrun, then in Outrun you will have no accumulation, so you need to constantly switch modes for effectiveness.
Ryujin
600,000 hp
50 titan defense points
40 km/h
80 km/h air speed (Thrusters)
2 Alpha 2 Beta
2 Attack 2 Universal
Orientation 1(Momentum): 2 legs, slow acceleration, normal turning, normal rotation
Weapon Placement 1(Momentum): 4<-5^-=-^5->4
Orientation 2(Glide): 2 legs, 1 built in weapon, normal rotation, Slow turning(Flight), Special Flight, Special Shield
Weapon Placement 2: &4<-5^-@-^5->4&
Orientation 3(Offstance): 2 legs, fast turning, 1 built in weapon, normal rotation, normal turning
Weapon Placement 3: 4<-5-@-/5->4
Orientation 4(Soar): 2 legs, Fast turning, 1 Built in Weapon, normal turning, normal rotation, Altitude Flight
Weapon Placement 4: 4<-5-@-/5->4
Ryujin is an evolution of the hover. It is meant to play all roles; with its airspeed it is a really great rusher, a really agile sniper, and great support.
Abilities
Glide (20 sec cool down)
Momentum/Off Stance (12 sec cool down and 2 second switch time)
Soar (20 second cool down)
Glide and Soar have Separate cooldowns; if one needs time you may still be able to switch to the other and use it.
Glide
Glide works like Bahamut flight, but takeoff is an instant jump like Hover.
Infinite fuel; when you let go of ability there is a short burst of fuel down, meaning if you spam ability you can dive, directional thrusters. It has the Bahamut style shield in the sky, but it blocks 30% + only 1/2 of whatever damage it would have taken, and only up to a total of 70% damage (Only 40% blocked instead of 69%). Directional thrusters accelerate from 0 to 80kph in 2 seconds.
It has a built in weapon in this mode with 500 m range; 7,000 a rocket like Bahamut but no percent damage. 50 meter explosion radius on rockets. There is no accumulation in Ryujin, and no landing explosion.
Defense points: 50 + 20 per 40 kph
Built in Gun
Range: 500
Fire rate: .5 seconds
Reload: none
Damage: 7,000 per rocket
Effect: Charge
Built in weapon Charge accumulation per rocket: 5% accumulation or 20 rockets to reach threshold
Built in weapon Charge effect damage: 30,000 damage on 100% accumulation, every additional rocket adds 3% charge and deals 3% of total damage of accumulation.
Charge description: Effect stacks forever. Once the base threshold is reached and the effect application ceases for 5 seconds, the robot explodes with a 50 meter radius and applies 50% of the current effect to enemies nearby. Upon death, the robot explodes if accumulation is above the threshold. Basically a scarier Blastcharge. This effect is blocked by every type of shield; physical, old energy shield, aegis, aegis body shield, absorber, ECU, Reflector, and Seraph shields.
To summarize charge, after 20 rockets 100% acc. and 30,000 damage. After 40 rockets, because of the 3% charge, 3 x 20 rockets = 60% more charge damage. This totals to 30,000 + 18,000= 48,000 damage, from charge after 40 rockets. With rocket damage included these totals to (48,000 + 280,000) = 328,000 damage in 20 seconds. Scaling this up to 1 minute, 420,000 rocket damage + 120% of 30,000 + 30,000 = 66,000+420,000 = 486,000 per minute. That's a lot of damage from just the built in weapon. But, you have to avoid it. I guess this will be complained about as well. Also, it disappears with phase shift, but if someone has a lot of hp and gets hit they could kill their whole team.
Momentum/Off Stance
Momentum is the default mode, where Off Stance is the 2nd ability. You can switch modes in the air.
Momentum changes the robot's running speed. Instead of accelerating fast to 40 km/h, it runs slowly, and over the course of 5 seconds it reaches 40 km/h. The faster it moves the more defense points it has, from 0 km/h and 0 points to 40 km/h and 20 points. This works in air, but makes flying hard as it takes a long time to switch directions, and when you are slow you have less points.
When on the ground, the built in weapon becomes a defense shield, giving 30 defense points.
Defense points: 80+ 20 per 40 kph
Off Stance
When you switch to Off Stance, running is normal and at 60 km/h, and you use thrusters on the ground to move like a Khepri (keep in mind it's a big titan so the hitbox is big as well). It puts away the 2 alpha Weapons in Off Stance mode.
The built-in weapon in Off Stance mode becomes a Sniper; 1,100 m range Trebuchet - style cannon, dealing 50,000 damage with an 8 second reload, and 50 m energy explosion radius.
Weapon
Range: 1,100m
Damage full charge: 50,000
Reload: 8 seconds
Damage minimum charge: 5,000
Every second adds base damage and max damage is 10 times the base.
Soar
The Robot takes to the skies again, but flies at an altitude at 80 km/h. Soar lasts for 15 seconds before it falls out of the sky. This ability has 3 charges. Each charge launches the robot from 80 m where its legs point. Each dash has a 4 second cooldown before the next is available. During Soar, only the Beta Weapons are available.
The Built in Weapon is still a Sniper in Soar mode.
Ryujin should be able to take on Ao Ming. Accompanied with Fission and Fusion, It is a great ranged support; good for constant fire.
I know these are a lot to read, but if anyone has any questions, I can explain every feature these robots have.
Hmm, interesting concepts, and I like them. You did great work!
It's been 5 years why are you here @frosty cobalt
I have never used discord until now, ya idiot
Well here's a tip: if something's more than a month old it doesn't exist.