Omniframe build types: Post your ideas here!

Jul 27, 2016
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Massachusetts
I'm wondering if there is room for a sub-compact mek, that in essence would look and feel like a FF battleframe. My first thought on how to use it would be in some sort of raid-like campaign, these sub-compact meks could be used as very fast DPS; your "glass canon" in relation to other meks.
 

Dirt Rock

Forerunner
Aug 25, 2019
1
1
1
1) Light Frame
2) Mostly mobility, with a sprinkling of offense.
3) Large, as the abilities will be taxing while also firing in combat
4) Precision Drive: Boosts all precision and fire rate of weapons on the frame.
Reaper Drive: Boosts the power/speed of melee weapons and movement speed on the frame.
5) Shoulder Weapon: A light railgun, capable of devastating shots but draining energy from shields to fire.
6) Primary: A Semi-Auto sniper rifle with a mid-range, acting more like a DMR in use due to the high mobility and accuracy afforded by the omniframe's two abilities.
Secondary: A large Scythe that the frame wields with deadly strength, allowing for close range combat where its primary fails.
7) Reaper: A deadly shadow on the battlefield, Reaper shoots from one target to the next using Reaper Drive while dispatching them with a swing of its scythe before swapping to Precision to quickly take out targets from afar. An expert pilot will effortlessly swap between the Drives required for the situation in a fatal dance, clearing groups with the Scythes powerful swings, and picking off high priority targets from afar in Precision.

AND ONE MORE because it's fun.
1) Heavy Frame
2) 75:25 Defense and Mobility, just to keep up with faster frames.
3) Heavy Reactor, very ability based, needs to keep up with everything else.
4) Repairing Gale: Releases a blast of nanobots that latch onto allies and repair them over time.
Overcharge: releases a blast of stored up energy and overcharges shield of nearby allies while boosting weapon output and movement speed.
5) Shoulder Weapon: Tesla Cannon capable of disarming and disabling large groups of enemies.
6) Primary: Vortex Cannon: Creates a low pressure vortex that absorbs enemies, pulling them to a localized region and grouping them up to be disarmed by your shoulder cannon
Secondary: Repulser: Blasts a large wave of kinetic energy and knocks down nearby enemies around the target and makes them more vulnerable to damage.
7) Seraphim: Always a welcome sight on the battlefield, Seraphim repairs and boosts allies to heights that can't be achieved alone. Keeping dangerous crowds away from lighter frames while rounding them up for heavier hitters, Seraphim is a true support frame.
 
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Likes: Mahdi

Sy

Well-Known Member
Nov 16, 2018
367
721
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sya.li
I'm wondering if there is room for a sub-compact mek, that in essence would look and feel like a FF battleframe. My first thought on how to use it would be in some sort of raid-like campaign, these sub-compact meks could be used as very fast DPS; your "glass canon" in relation to other meks.
The light frame is more like an exoskeleton than a full frame, meant to draw more closely from the FF style, so that's probably what would interest you.


light-frame-3.jpg

This was presented to us as an idea for a "brawler" (melee) type of light frame.
 
Likes: Mahdi

Ropefish

New Member
Aug 28, 2019
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1) Medium (support)
2) Defense, Offense, Mobility ( explained in abilities
3) Medium
4) Skills
4a) Triad: allows omniframe to re-allocate power distribution between Defensive, Offensive, and Mobility on a cool down. ( Seventy percent of the power allocated to selected power group, switching power group changes visual of omniframe slightly)

4b) Pack hounds: Three deployable mobile turrets tied to Triad equipped with: Pulse Rifle, Shield Emitter, and Dirty Drives. Setting power group with triad decides which equipment the pack hounds prioritize.

Pulse Rifle: increases RoF and Reload speed of pack hounds and selected weapon when power set to Offensive, Can be set to priortize a target will default to attacking highest threat if not (excluding boss type mobs)

Shield Emitter: Deploys a mobile dome shield around the omniframe when power set to Defense, Shield has higher health pool when set to defense and can house other omniframes, shields reduced to packhounds when power not set to defensive

Dirty Drives: Connects subsystems to pack hounds disabling safety limits of omniframes boosters allowing extreme speeds when power set to mobility, prolonged use can cause damage to omniframe.

5) Pick a shoulder mount weapon
Targeting Computer: Allows selection of targets for pack hounds to fire on, allows multiple target lock for primary and increased range for secondary.

6) Pick primary and secondary weapon
Primary: Micro Missile Launcher, Direct fire or multi lock weapon, medium damage large magazine.

Secondary: Repair Tool, low damage but able to heal allies, allied structures and pack hounds prolonged use can overheat the tool.

7) Name: Crucible

Description: Commands the battlefield and supports allies, The advanced Triad Power core allows Cruciable to adapt to any situation weather it be reparing mid combat or holding down a firing position.

Looks/Acts: external lights change depending on power allocation, physical form changes slightly ( cylinders pop out of shoulders/legs/arms/back when shield boosted, fins/flaps open when mobility boosted, Closed up when offensive boosted. Very Modular looking) acts as a support for allies but can still sustain itself, best suited to zip around with booster then set up its shield or lay down fire.
 

Gruff

Deepscanner
Jul 23, 2017
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3
Have not followed the forums for a long time so not sure if this answer will be "acceptable", but I would really love to see a frame like the (early) Omnidyne-M Bastion again. Loved playing that one in the good old days.
 
Likes: Mahdi

Sy

Well-Known Member
Nov 16, 2018
367
721
93
sya.li
Playstyle and abilities mainly, but come to think of it, look was not bad either but I guess a bit to small in comparison to the em8er frames I've seen.
The abilities will come in. The look is a big maybe; probably not.

Playstyle is a subtle thing, and memories are really odd about that. Keep this in mind for when you do testing and be sure to give feedback!
 
Aug 3, 2016
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France
Dear Grummz,


after many hours of flying in em8er, one thing jumped to my eyes and no one found it strange or too bad not to improve.
Being, besides, that you yourself did not pay attention, while I know you fly simulator fan.
Indeed, it misses the command of ROLL, thus making it possible to make barrels, and the vertical limit not making it possible to make a looping. A pity, it would greatly improve the gameplay, allowing to make beautiful figures in flight ;-)
In addition QD keys are not used precisely in flight so use them ;-)

Good weekend everyone and congratulations to all the team for their work.
 
Likes: Pandagnome

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,897
10,171
113
Island of Tofu
I seen a video on a new style of weapons in Unreal Engin

Maybe cool to developpe it ?
This would be fun imagine a super charged slice that can take out specific sections of kaiju's or even use it to disrupt boulders to come down!

the command of ROLL, thus making it possible to make barrels
This could make the gliding fun avoiding grapplers that come your way and getting into narrow openings than to crash into a wall.

Light frames ftw. Just as long as somehow we can end up with this kind of aerobatic agility, our enemies shall fall before me like wheat before the scythe.

wow very nice imagine adding aerobatic barrel rolls into the mix and getting points for doing tricks glider wings were unique to firefall could imagine a bike with glider wings :D
 
Likes: PartTimeJedi
Mar 10, 2020
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1) heavy shield helps with enemies that use bullets
2) high mobility and offense low defense unless mobility does not include speed of walking/running then defense offense
3) heavy its made to fire for long periods of time
4)
mine layer: sticks a mine to surfaces or floats if they dont hit anything arcs from reticule once activated by pressing ability again it starts spewing mini frags that bounce around til the hit something or lose all velocity or 5 seconds pass dealing small damage randomly for a max of 5 seconds for area of denial however if you want fast add clear holding it causes it to detonate prematurely the final explosion deals medium damage and explodes in a medium blast range and staggers weak to medium enemies mini frag damage added to final blast if you hold it b4 it can start using mini frags has a faster then average cooldown but you cannot place more then one mine at a time

blast proof: no damage from own explosives and to friendly structures if this is a given then instead

mini nuke: launches a large missile that has a very slow arc but causes a large explosion and deals medium damage very slow cooldown



5) chain fed mortar: fires grenade rounds rapidly at reticule needs to cool aka can run it for more then 15 seconds without having to cool it down dealing small damage in a medium aoe made for clearing smaller mobs cools down faster if not fully overheated grenades explode on contact unlike the main weapons it does not do impact damage its fully the blast

6)
primary
breach-load grenade launcher:
launches medium aoe medium damage grenades that arcs with a fairly fast reload speed staggers weak enemies high velocity can bounce and roll for clearing corners b4 people get to you etc grenades do not act like bouncy balls however made for taking down bigger mobs and sometimes clearing things that stray to close to it
1 shot per mag

secondary
mini rocket:
fires a mini rocket that explodes on impact dealing slightly smaller damage at the longest range that you can lead the target correctly smaller blast then grenade launcher made to weaken tough things before they get to you reloads medium speed very high velocity
1 shot per mag

note: both weapons deal 3/4 in blast and 1/4 in impact

7) grenadier: a strategist made to control the weaker enemies of the battlefield with explosives and if they get past the defenses to kite and deal with them quickly using the chain fed mortar when it comes to bigger enemies you would ideally hit with a rocket then kite and use the breach-load grenade launcher the mine layer ability is to control key points in the area or if you are overwhelmed while kiting the blast proof ability is to allow you to fire up close if you are overwhelmed or you are using a mine to defend a point not to be destroyed by it if that is a given then the mini nuke would be a fix it button if things go really bad as long as you can predict that its getting bad before it gets really bad look would be covered in grenades and this is meant to be a close to med range frame with the occasional hail mary or rocket snipe for fun

this or something similar would be my dream frame love and peace please excuse my grammer

been a fan of mines and gls in video games since i was a wee kid

added looks:

feature a scarp junker look with hazard lines on the armor featuring mostly rusted armor made of junk and with a junk rusted yellow amusement park kitty head it has flooodlight as eyes one has fell out no longer working exposing wiring the chest is exposed so you can see the person inside looks similar to the fa-00100s full armor hyaku shiki kai from gundam but entirely scrap and rusted metal with blast marks and soot from battle the arm hinges downward to reveal the breach gl and it carries a katar with 3 claws the mortar is mounted on the left side and the rocket shoots from a underbarrel on the katar on the oppsite hand of the breach gl which is on the right with a hand to grab the mine is grabbed from a compartment on the waist and thrown as it has mines strapped to the waist and a bandolier the wings on the back look like rg 32 rx-93 nu gundam but with 2 wings and it features a tail it uses martial arts to fight along with the katar very acrobatic also the shield is projected force field in the shape of a disk that comes out the top of the katar arm

added melee:
katar

image
 
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Greenon

Ark Liege
Ark Liege
Jan 18, 2017
21
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13
1) Heavy frame
2) a small amount of power will go to mobility
3) 2 small reactors one for defense offence and mobility and one for healing
4) Ability 1: Shield Chain give all your shield regeneration with your party untill your auxiliary reactor runs out of power.
Ability 2: Link Shoot out a chain that drains your auxiliary reactor but chains a proportional amount of small enemies in front of you while the ability is active.(Cannot Move)
5) Shoulder mounter Shotgun for Quick Plays or as a lifeline in case of emergency. Low damage but high knock back with large capacity.
6) Primary SMG Plasma bolts. Secondary weapon low capacity Energy Drain Pistol. When locked on to a target drain Kinetic energy slowing them and increasing shield regen for a short period of time
7) Truncheon: plays low and slow moving only when required in emergency situations to rescue a teammate or to lock down a uncontrolled group of adds. Always looking to control the fight and keeping everyone's backs clear of smaller leaked enemies.
 

PartTimeJedi

Em8ER Adjudicator
Staff member
Archon
Ember Moderator
Nov 13, 2018
1,317
2,933
113
Holy Terra
Not sure if this is the place to post this but.. Abilities.
I know we're bringing over some of them from FF- plasma rifle, deep strike etc
But what about abilities from the FF bio-frame or Engineer? I have 3 thoughts on this-

1- Playing the Bio in Beta the poison gas shot was instrumental in my being able to solo some especially nasty thumper encounters.
Would be cool to have something akin on the Em-8ER Tech tree! Bring over the poison gas shot or perhaps a mini rocket that when fired explodes on impact into a greenish poison cloud that kills until it disperses.

2- Also from the FF Bio, the ability to heal other players. Not sure how we would pull this off in Em-8ER though.

3--And from the FF Engineer.. Has anything been said about the ability to drop the mini turrents in Em-8ER?
 
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Jul 26, 2016
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Germany
1)Frame: Medium - Heat shielded armor that is able to take a few hits
2)Power: Mobility - High movement speed, Low ability cooldowns
3)Reactor: Small - Low weight

4)Ability 1 - Flame Dash: Dash rapidly ahead leaving a trail of fire on your path. The path does aoe damage and slows enemys.

Ability 2 - Heat Wave: Damage enemys in a circle around you and apply a burn effect with damage over time to them.

5)Mounted - Flame Thrower: Low to medium range, applys damage over time, large effect radius.
Effective against groups but has limited use due to high energy consumption.

6)Primary Weapon - Large SMG: Large magazine, high rate of fire, medium damage, medium accuracy, medium range.

Secondary Weapon - Small Shotgun: 2 Shots, low range, high damage,

7) Name - HELLCAT: Red and black colors, looks fast and agile also mildly stealthy and scary.

It feels very quick and powerful and acts a s a link between the front line and backline of your group.
As a HELLCAT you jump in between those lines supporting your team with your abilitys. It is strong in attacking but weak in defending situations.

Your main task is to initiate fights by jumping behind enemy lines and drawing attention to you and creat confusion and mayhem with your firey damage. A key goal of the HELLCAT is zoning your enemys and controling enemy movement and positioning.

Your strategy involves retreating back to safety after initiating the fight. You get behind your tanks and get helaed back up by your supports in order to get ready for the next attack. You do well at helping your dps teamates in bringing down objectives and keeping everyones backs clear.

The HELLCAT may have no high range abilitys, it is not tanky and also has no very high damage.
But It is a very good allrounder. The aoe and damage over time effects can be very strong.

It is no asassin or carry that provides high single target damage. it is more like an offensive support with a close combat kit and aoe damage, that can also do well in in medium range situations.
 
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Dec 15, 2016
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Attack type Heavy frame & reactor.

Siege mode - Toggle ability that anchors the frame to the ground. Grants 30% increase to attack power, rate of fire, defense, and 50% irresistible damage against buildings. Cannot be simultaneous with Sniper Mode.

Sniper mode - Toggle Ability that anchors the frame to the ground. Grants 50% increase to accuracy, weapon range and concealment. Cannot be toggled at the same time with Siege Mode.

Torpedo Rack - Destroyer grade torpedo rack mounted on the shoulders of a heavy omniframe.
1) Burrowing Torpedoes - specialized damage-per-hit torpedoes capable of destroying foundations of walls and buildings.
2) Seismic Torpedoes - specialized damage-over-time torpedoes, capable of creating localized earthquakes.
3) Grand slam Torpedoes - specialized torpedoes capable of exploiting the square-cube law weaknesses of certain kaijus. Grants 50% irresistible critical damage vs. category 3 kaijus or higher.

Dreadslayer sniper railgun - Sniper rifle based off from the Dreadslayer assault gun. Has an inherent 30% irresistible kinetic damage vs. Beast-mode Tsi-hu.

Concealment shield - omniframe shield that makes the user hidden from view while prone.

Fury is the epitome of long range destruction, capable of destroying enemy bases while hidden. What it lacks in mobility makes up for its insane attack power against stationary targets. While the Sorcerer omniframe is built for large groups of enemies, Fury is the opposite; capable of landing irresistible damage output against single targets.

The torpedo racks can be deadly if used wisely. Need a wall section to be breached? Too many cat 3 kaijus? Fire the torpedoes and wait for them to crumble down.

The design considerations of this omniframe is without some downsides. This frame cannot glide nor use jump jets to make up for its high attack power.
 
Apr 18, 2020
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Onigiri-01
1. Medium frame
2. Offense and Mobility
3. Large core
4. Ability 1: Rage of God - enter a state of pure carnal rage for 20s, deal 40% more damage(scales with level), all incoming damage is reduced by 30%(scales with level as well), movement/atk speed is increased. Trade-offs are that you can only use melee, and after the ability wears off you will have a movement speed and atk speed penalty for 20s.(?) Cooldown period is 30s.
Ability 2: Self-Improvement - For 20s, you are invulnerable and will absorb all incoming damage. 20% of the total absorbed damage will be converted to either temporary shards of armor to protect the mech, or will be violently discharged back towards the enemy dealing damage to your surrounding area. Armor gained from this ability will stack up to a certain point to avoid overpowering the mech. As a trade-off, the more armor you stack, the slower your movement speed will be.
5. heavy railgun
6. Primary weapon: Burst assault rifle/Flak gun/Sniper rifle
Secondary Weapon: Revolver/Sword
7. Slim and lean design, reminiscent of EVA-01 from Neon Genesis Evangelion. It behaves as a feral animal, constantly scanning its surroundings for potential enemies. Bonus points if it adopts a constant slouched over pose.

cheers
 
May 9, 2020
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Taking a second swing at this after taking a deeper look at what information about the game is out, and talking to some clan-mates who're also investing in the game about what we're going to do. *Note this is suppose to be a high world technology tier , combining multiple systems almost like a item set for a particular play-style:

1)
Heavy Frame with Shield Slot : The Bastion
The Bastion is a tower shield with large coverage and capable of withstanding heavy sustained damage (blocks all attacks from one direction, high damage blocked/capacity). The Bastion is capable of being setup, creating a temporary shield wall that offers large coverage in one direction, and the ability to brace the Schwerer Railgun to decrease recoil (See Ability #2). Due to the setup and takedown time, the Landkreuzer is vulnerable to attacks from its flank.

2)
Power Allocation:
Offense: 80% - See Ability
Defense: 0% - No energy shield, relies on specialized Armour (+X% Damage Reduction & +Y% Critical Hit Reduction Chance)
Mobility: 20% - See Ability #1

3)
Heavy Reactor
4)
Ability #1: Siege Mode
Anchors the Landkreuzer to a surface and converts all power from mobility to offense: gives reduction to recoil and increase to reload time for Landkreuzer's Schwerer Railgun, and immunity to most movement CC (W anchor/un-anchor seconds, cannot move, cannot be forcefully moved except by X [suitable sized Kaiju effects] , +Y% recoil reduction and +Z reload speed for Schwerer Railgun.

Ability #2: Shieldwall
Set's down the Bastion, creating a shield wall to brace the Schwerer Railgun to reduce recoil while reducing damage from the front. (X seconds setup/take-down , Y second brace/unbrace time, +Z% recoil reduction for Schwerer Railgun. Blocks all damage from front)

5)
Passive Ability: Optical Spectrometer System (OSS):
Utilizing Spectroscopy , the Landkreuzer is equip with an advanced Optical Spectrometer System (OSS), which allows the Omniframe to analyse the composition of Kaiju and determine weak points in its body: the longer the system analyzes the target , the more accurate the information becomes. Fed into the Landkreuzer's other sensors aiding in aiming the Schwerer Railgun, the Omniframe is capable of delivering powerful blows to large, slow moving Kaiju. (Every X seconds spent highlighting the target, increases critical hit chance by +Y%, to a maximum of +Z% . Resets every shot)

6)
Primary Weapon: The Schwerer Railgun
Damage : Very High
Damage type: Kinetic
Accuracy: High
Recoil: Very High
Fire Rate: Very Slow
Clip Size: 1
Reload Speed: Very Slow
Power Use: High
Range: Very Long
Special: Penetrating - round will penetrate through targets Armour (bypass X% damage to health) and smaller targets (will hit multiple if line up, with Y% reduction per target)
Description: A heavy railgun designed to inflict massive kinetic damage with deadly precision at long-range. The largest artillery weapon available to Omniframes, it requires a specialized frame in order to deal with the weapons power use and recoil. Due to the slow rate of fire and long reload time, the weapon is ill-suited to engage multiple, agile targets at close range.

Secondary Weapon: The Vulcan
Damage: Low-Medium (See special)
Damage type: Energy (Fire)
Accuracy: Special
Recoil: Low
Fire Rate: Fast
Clip Size: 100
Reload Speed: Low-High (See Special)
Power Use: Low
Range: Low-Medium (See Special)
Special: Heat Dispersion - Weapon stats will decrease depending on remaining reload time for Schwerer Railgun (-X % to damage, range & reload speed). Full emptying clip reduces reload time for Schwerer (+Y % reload speed , can only apply once every Z seconds) . The Vulcan fires in a 45% cone.
Description: The Vulcan is often paired to the Schwerer Railgun, acting primarily as a way for the Landkreuzer to expel excess heat generated by firing the Railgun, and a secondary weapon to deal with enemies that get too close to the Omniframe. Pilots that can master its use are able to draw the best out of the Landkreuzer.


7)
The Landkreuzer

The Landkreuzer was a Omniframe designed around the use of the Schwerer Railgun: the largest artillery weapon ever designed. Upon completion of the Schwerer, it was found to be impossible to use with standard Omniframes: the power consumption along with excess heat and massive recoil would destroy even the heaviest frame with a single shot.

Landkreuzer's body is heavily re-enforced to protect its vital systems and pilot from the Schwerer's recoil, its Vulcan acts as both is heat exhaust and secondary weapon, the Bastion shield both moves via. shield gliding (albeit slowly, and not very high) and can setup to allow for the bracing of the weapon, Landkreuzer can also anchor itself into the ground further reducing the strain of recoil on the Omniframes body, and allowing its heavy reactor to funnel all its power to the railgun . Its array of sensors help aim the railgun even across great distances, and the specialized Optical Spectrometer System helps it determine the weakest point in a Kaiju to place a devastating round.

The Landkreuzer is often deployed in sieges: both on the offense and defense, where it can setup distance away from the front lines and take its time delivering its deadly payload into Kaiju or enemy fortifications. In the field its often deployed as a "Big Game Hunter" , taking aim at the largest target and laying low the heaviest armored target with ease: however they are incredibly vulnerable to large groups of smaller more agile enemies, especially in melee range, lacking a melee weapon of its own.
 
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Nov 2, 2019
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Hungary
twitch.tv
Damn im hope im not too late to the party

1) Frame type
Medium (probably)

2) Optimal stat allocation
Something like 20% defense 40% offense and 40% mobility
Would love to see it being tanky enough for doing solo dynamic events but not tanky enough to be an effective tank frame

3) Reactor type
Medium Heavy reactor (so you can fit decent attack and movement stuff while keeping the defense)

4) Abilities
Ability 1
Name - Purifier Slash
Nature - Costs resource (chargeable by killing (last hit +15/100, assist +5/100) and dealing critical hits +3/100 on critical)

- The frame grabs the Scythe with both hands, pushing the point inside the ground next to the frame. Then it charges the Scythe with the stored resource, 20/100 consumed each second, but it must have 50/100 stored to start channeling. If you press the button again, the frame does an upward front slash with the scythe, throwing some kind of energy wave forward that deals moderate damage and tags targets hit, causing them to take guaranteed critical hits for a short duration like 6-10 seconds, scaling with the resource spent.
When you hit this debuff during Darkening, it explodes, generating +15/100 resource

- The skill range should be reasonably high (i legit wanna snipe birds with it when I'm bored haha), but It would stop on colliding with a vertical object like a box or a wall.

Ability 2
Name - Darkening
Nature - Costs all your stored resource, only usable when the "bar" is full. Thinking about it as a key ability like an ultimate that you have to plan when to use.

- The frame holds the scythe vertically in front of itself, grabbing with both arms. Your scythe color gets inverted (glow and base). For a reasonable duration like 30 seconds, you mitigate 75% of your damage and generate +5/100 resource when you get hit on a 1second CD. During this stance, your Ability 1 would be an instant slash in the air, resulting in a fast, sideways slash, using the same inverted color scheme as the weapon. Ability 1 power would be equal to using it with 50/100 resource and you are unable to charge it. Ability 1 would apply the same debuff as if it was cast normally. Darkening itself should grant increased movement and attack speed that CAN be scaled by the Power allocated.

I feel like there should be a longer cooldown on this ability like 2-3 minutes, to make players recognise how strong it is.

5) Shoulder mount weapon
Rocket launcher on a melee frame no doubt. Players killing themselves accidentally generates the best stories.

6) Weaponry
Primary weapon
Holo Scythe
Ammo would be battery life I guess, consuming some on every attack hit. It should have a 3-hit slashing combo, topright-to-bottomleft then middleleft-to-middleright then bottomright-to-topleft, first and third blade path curved downwards.

Secondary Weapon
Slow, hardhitting pistol doing less damage on body shots and more damage on criticals
Nothing special here, simple tool if player has to stay in range for a short duration because of whatever reason.

7) Name and brief description of how it looks, feels and acts.
Name would be 5U-NDER

5U-NDER is a frame designed to be a light frame for spying at the very start of the war. Sadly the spying didn't really work out so It was redesigned using the original frames. It was upgraded to a medium frame with a heavy reactor to store combat data and prowess. The frame focuses on a melee-heavy combat style using both the Holo Scythe and the Pistol to deal well aimed critical hits to build up resource which could be spent to use 5U-NDER's toolkit abilties.

I think it should have 2 frame specific core upgrades, one that allows to store more jetpack fuel (since you are reasonably melee, this could be useful) and the other one that would allow a side or back blink that is actived by double tapping the correct movement key (doubletap left or right strafe or doubletap back, would not work with forward key). The first one would be the default thing, generally new player friendly and the second one would be for more advanced players as it helps you to dodge blast attacks but causes you to use secondary weapon more often against aerial targets.

General gameplay with the frame would be like this: You play as a melee, you go in melee range. Stack up your secondary resource(maybe even before combat, as it doesn't decay) for low priority enemies you would basically use primary weapon attacks and your Ability1. For higher priority or durable enemies, you would use your Ability2 and change between slashing and using the empowered Ability1. Secondary weapon SHOULD be disabled during Ability2.

The frame would use a color change tied to Ability2. My general idea is that you have Color1 and Color2 for your frame. Color1 which is the dominant color on the frame should be the out-of-stance Holo blade color for the Holo Scythe. Color2 which should be some of the details on the frame wouid determine the Holo blade's glow color, this has to be a strong glow that you can see from a bit further.
If you pop Ability2, the Color1 and Color2 should swap, causing your frame to change color, and most importantly causing your Scythe's Holo blade to also swap color, tinting the blade itself to the previous glow color, and changing the glow color to the previous blade color. So let's say I have an Ivory White colored frame with Pitch Black details, then my out-of-stance Holo scythe has a White non-transparent blade and a Black glow around the cutting edge. Then I use my Ability2 and both my frame and Scythe changes color, resulting in a Pitch Black frame with Ivory White details and
a Holo Scythe with Pitch Black blade and a non-transparent Ivory White glow arounf the cutting edge.
Best thing about this is that Ability1 inherits the blade color, also changing color if used during Ability2 stance.

If something is un-clear or whatever just contact me. I have a strong image in my mind of how it would look like or work ingame and I'm more than excited to help with it.
 
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