#Healing Weapon Idea: Aramis Magnetic Weapon

15 messages · Page 1 of 1 (latest)

gaunt juniper
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Aramis is a magnetic weapon originally from the mobile WR years that tears nanobots and spare parts from enemy bots upon impact, using the salvaged materials to repair its own bot—and in this upgraded iteration, its teammates as well. With a 350m effective range, Aramis has a continuously recharges while firing feature and starts each battle with a Nanite Meter at 25% capacity. Every time it damages enemy armor, the weapon collects nanobots and spare parts from the enemy, gradually filling its meter. Once the meter reaches 100%, Aramis automatically converts 10% of its weapon armor damage into armor self-repair across all modules on its owner (minor trickle repair), utilizing the excess nanobots ripped from its enemies.

In addition to dealing damage and self-repairing, Aramis can also be used to heal other teammates. If a player with Aramis fires at an ally's modules while their Nanite Meter contains spare nanites, the stored materials will be used to repair the specific targeted module at an accelerated rate. However, if the meter drops below 100% due to repairing teammates, Aramis loses its self-repair ability until the meter is refilled. This creates a dynamic balance between offensive capability, self-sustainability, and team support, making Aramis a versatile battlefield tool.

low token
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It would be great but it sounds pretty strong tbh.

kind salmon
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That or the drop off is very steep

frigid rune
vague nest
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As someone who loves to play support, this sounds amazing!!!! this would have to be tweaked to not be op xD

wooden token
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Healing weapons are incredibly dangerous. They are not allowed to outperform any weapon with less range than them or they are busted as f.
Which means they are destined to have low dps and healing. Otherwise you would beat any setup and not even take damage.
So this has to be tuned very carefully.
But if they can make it work this is cool

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I remember the original game implementing grey HP at some point to counteract this playstyle from being too strong. I don’t think this game has that.
And I quit the mobile game

fathom thorn
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Healing weapons can potentially cause camping issues, but this seems to solve that as you actually need to engage in a fight to actually get any healing done.
I like it.

Imo, the only other acceptable healing weapon method would be one that you have to aim at individual parts to heal them, probably without hit scan to make it so you require a good deal of skill to aim at the parts that need the most healing in the heat of battle.

quick geyser
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This would make a funny fenrir build

fleet tendon
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no

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ONE/10

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next

gaunt juniper
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Healing Weapon Idea: Aramis Magnetic Weapon

hidden lantern
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Sounds fun, I think it could be harder to balance, but if they think they can get it right, send it