Omniframe build types: Post your ideas here!

Sy

Well-Known Member
Nov 16, 2018
363
719
93
sya.li
"Angel"

heavy frame
mobility
heavy reactor
medium shields, medium armor, shield
melee sword, shield bash
primary: fully-automatic assault rifle
secondary: small-area grenade launcher, lingering smoke for visual cover
power: vertical thrust
shoulder: downward-only "ring" mini missiles

kites, gathers and funnels the faster and lighter enemies, boosting into hail of rockets to decimate close crowds
 

Sy

Well-Known Member
Nov 16, 2018
363
719
93
sya.li
"Sunset"

medium frame
medium reactor
mobility, extremely short dodge cooldown
light shields (high regeneration), medium armor
melee flame thrower (light damage, area)
primary: short-range assault rifle
secondary: Forward thrust shoulder-check (does its best damage not close up but at the end of its reach)
powers: longer-sustained flight, mid-air boosts
shoulder: meteor jets, landing with area damage

First-to-combat mobility, this frame uses traditionally-melee tactics begun at longer range, dodging backward to shoulder-check inward, or turning enemy hooks against them by being dragged down from flight as a meteor.
 
Likes: Pandagnome
Feb 25, 2017
1
2
3
Interceptor type frame

1) Light-medium frame
2) Overwhelming offense, insane mobility, almost no defense. Long cool down on offense.
3) medium (high speed but below average flight time)
4)
=Extreme speed+small FRONTAL shockwave shield: Allows user to charge into a fight and close the distance. Gains extra charge when main weapon runs out of ammo within 5sec that this ability ends. Allows user to escape when out of ammo easier. Area in front while moving is shielded due to the shockwave created by the sheer speed of the frame.
=Inert fuse shells : Allows shells to deal small aoe damage and small chance of stun per hit. If weapon has AOE already, damage and chance to stun are increased.
5)
Shoulder missile pod: Houses a number of missiles thant can be fired in a salvo. Reload is long. Equiping this will slow the user. When the rockets are all used, the omni frame is slightly faster.
OR
Defensive shield/counter measure suite:Deploys a shield that reduces damage of incoming attacks up to a certain extent. Counter measures consumables may be used to negate a few certain attacks but needs to recharge. This is used since the frame has no shield generator or defenses of its own (besides the basic one around the pilot).
6) Primary: Hand held Autocannon (Think of IRL MK108 Autocannon). High damage, high rof but highly inaccurate, high recoil and low ammo count.
Primary VARIANT: A higher caliber variant of the primary auto cannon (Think of IRL MK214A Autocannon) featuring better accuracy, deals AOE damage, much higher damage but high recoil, lower RoF, much lower ammo count.
Secondary: SMG

7) "Shinden"
Aerodynamic styling for maximum speed.
The Shinden omni frame is good at reaching enemies fast and unleashing a barrage of small cannon shells up close before retreating to prepare for another run.

This frame is reliant on its speed to defend itself and pilots must choose their engagement wisely due to its low ammo magazine capacity weapons. The abilities supports this role by allowing the frame to enter quickly with limited protection, deal maximum damage and leave quickly to reload and cooldown.

The pilot has the option of increasing the damage or range of their setup at the expense of speed. This frame works best as part of a team, initiating battles and provide heavy strafing fire support.
 
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Eygenikos

Deepscanner - Deepstriker
Jan 11, 2017
10
22
3
41
Carlisle, UK
I absolutely love the idea of having the choice of picking any ability combo with any frame to suit you play style, but what would entice players to pick full ability builds (healing/tank/dps)? So if you can pick any frame with any ability combination, people would undoubtedly find the 'god mode' build which everyone would start using. To avoid people only using a handfull of abilities I would say each ability class (healing/tanking/dps/mobility etc) should have either a character buff that makes other abilties from the same class more efficient/powerful or some type of passive that gives extra effects when used with another ability of the same type (think league of legends' brand champion and his abilities and extra effects when the target is ablaze).
 

Sturgeon General

Base Commander
Jul 5, 2017
25
49
13
USA
1) Heavy Frame
2) Defense
3) Heavy Reactor
4) Reinforce: Gain a massive defensive boost and cc resistance but disables your jet pack
Challenge: Taunts a massive area forcing human sized enemies to attack the user.
5) The Brick: A point defense array that while active destroys incoming non-hitscan attacks and deals a small dot to nearby enemies.
6) Primary, The Iron Kurtain: A heavy shield aimed at defending a group. Primary fire slams the shield into the ground making the user immune to knockdown and pull effects but disabling movement. Over the next 1.5 seconds nanites will swarm out from the shield expanding its size. At full size melee attacks against the sheild will stun the attacker. Secondary fire will pull the shield in front of you and when the primary fire button is pressed it will preform a shield bash knocking back small enemies and stunning human sized enemies.
Secondary, The Ballista: A powerful hand cannon with a single shot, deals massive damage with a small AOE.
7) The Stonewall: This guy is your portable fort, built to survive, your job is to constantly press every advantage. while pushing on a group of enemies or defending a base, use the Iron Kurtain to provide cover for allies while The Brick will protect you and your friends from any pesky AOE damage coming in. Meanwhile use your taunt to allow you allies to flank or use powerful abilities. Finally, while the Ballista's single round clip and slowish reload wont make you a DPS star, its massive power will allow you to defend yourself and pick off targets that give you and your allies trouble.
 
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Sturgeon General

Base Commander
Jul 5, 2017
25
49
13
USA
1) Heavy
2) Offense
3) Medium
4) Enrage: Double melee damage for a medium duration, Increased movement speed
Atlas' Strength (passive): melee weapons are two handed and have 85% cleave
5) Thunder Clap: Generates a non damaging wave of sound resulting in a powerful short range AOE stun
6) Primary, Avalanche: An impossibly heavy sword (seen below) held with both hand combines the weighted head of an ax with the long edge of a sword making it perfect for clearing out clouds. Heavy damage on a slow swing, chance to stagger opponents hit. This weapon can have various elemental variations. The element chosen will glow in the center of the ring.
Secondary, Targe: A small shield mounted on the arm that offers little protection. While either it or a melee weapon are equipped your alternate fire will initiate the boosters around the edge of the shield resulting in a high speed charge with limited turn speed. If a melee is equipped attacking during the charge will end the charge and deliver a powerful melee swing. if just the shield is used it will bash knocking back and stunning the target. The power of these attacks scale with distance charged.
7) The Juggernaut: A hulking frame that embodies the berserker playstyle. Charge in, hit enrage and start swinging until you are the last man standing, simple, straightforward, and fun.
 
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Drakin5

Omni Ace
Dec 15, 2016
1,132
2,020
113
Heavy with heavy reactor
This is an artillery frame so, offense

4) Forward Observer Drone - launches a drone up into the sky to help with relayng targets for friendly artillery. Press the corresponding key to this ability to switch from omniframe view to drone view.
Mobility Power Lockdown - toggle ability that causes your omniframe to be rooted in place and disables all movement and servos. In exchange, your shoulder mount weapon will have its damage increased by 2.5x and have 15% of its damage as absolute.

5a) Alpha-400 MLRS (indirect fire only)- rocket artillery system capable of plunging fire over enemies at long distances but cannot damage enemies at X distance or less. High upfront damage and wide area of coverage but with long reload time. Best suited for an initial strike prior to an attack.

5b) Krispyflash 5000 Mortar (indirect and direct fire) - DOT artillery capable of setting a wide area on fire at long range. High DOT, lesser range than Alpha-400 MLRS but can be sustained for longer bombardment times.

5c) Harpoon 250MJ Railgun (Indirect and direct fire) - kinetic artillery capable of defensive fire and can be used effectively at closer ranges. Shortest range of all and smallest AOE but the fastest ROF and suffers no delay betweeen shot distance.

5d) Colossus C300 TBM Launcher (indirect fire only) - Tactical ballistic missile capable of hitting targets from the adjacent county. Longest range out of all artillery pieces listed but with the longest minimum range. Highest damage and AOE comparable to the Alpha MLRS but have the longest reload time and can only carry one TBM at a time.

5e) Zelus AKV Cruise Missile Battery (indirect and direct fire) - artillery piece capable of hitting multiple separate targets simultaneously. Longest range out of all direct fire capable artillery pieces.

Primary, secondary, shield and melee weapons are up to the pilot’s choice.

Special:
The Raging Strike - This power manager for an omniframe is specialized for raw firepower enhancement. Its default setting is 50% power to ability and weapon systems. Allocating all power to offense guarantees critical hits to all weapons fire and splash damage type weapons have 10% of their damage as absolute.

The Sorceror lives up to its name as the glass cannon build. High damage upfront and capable of long range support unlike any other but as like the games from it, incapable of receiving most damage and thus will not survive alone without any help.
 
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Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
1) light/medium frame
2) offense 45 mobility 10 defense 45
3) medium reactor
4) Ability 1: Netach this ability launches a hightech net that traps small to medium enemies but larger one's just slows them down until broken.

Ability 2: Cling this ability lets you stick to most surfaces with the special substances and nanobots that aid in the process. You could be in an enemy building and stick to the ceiling for a certain time.

5) Shoulder weapon electric storm shoots an electric charge that absorbs some of the energy of nearby electrical equipment to power own mech.

6) Primary weapon shotgun axe a tomahawk style axe with a shotgun chop chop and blast for close combat.

Secondary weapon microgun shoots small concentrated microwaves to fry internal tech and machinery high rof with low damage

7) the name of this frame is called the spider because like spiders it sneaky and can go in many places but its not so fast however thanks to its abilities the spider takes a more tactical approach and could act as a support tank if needed.
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
1) light/Medium
2) offense 80 mobility 20 defense 0
3) light/medium reactor
4) Ability 1: Zip this ability shoots a zip wire from one point to the other you may strengthen the zip wire with a stronger mod and reactor

Ability 2: implant increases your movement speed for faster take downs and escapes for a short time
so you could hop down the zip wire take down an enemy and quickly move back on the zip wire unless your seen then just run back and forth shooting away and hoping the zip wire doesn't snap!

5) Shoulder weapon honk shoots a small ship that makes a honk sound attracting enemies when it stops it sinks into the ground.

6) Primary weapon smarty pants gun like in aliens but the smart part only happens when your power meter is fully charged like an hkm in firefall It still smart enough giving you indication of weak points hmm.

Secondary weapon cluckers this ability releases 7 nanobots that look like mutated chicks they will harrass the enemy max target of 3 and drop egg shaped glowing bombs on their heads

7) the name of this frame is called littlebig chicken is a scared chicken that likes to feel safe even though it has no defense makes up for with having a better hight advantage with wires and speed boost when required. Its weapons are useful the smarty pants gun more so because it provides with useful info and its special abilitly of being more smart to be able to see further and shoot around objects only when the special meter is full for a short time. The cluckers is annoying like angry kids who have not gone outside of the house to play outside for sooo long and will annoy the heck out of a target until they lose energy and vaporize the egg shape bombs have a 10% chance to stun
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
1) heavy frame
2) moibiltiy 100 defense 0, offense 0
3) medium/heavy reactor
4) Ability 1: Ufo this ability gives the mech great carrying capability and jet duration with its jets zooms in grabbing 2 mechs max off the battlezone.

Ability 2: cannon shield fires a shield sphere onto friendlies and can knock back enemies lasts for a certain duration. Can also fire on yourself to shield

5) Shoulder weapon x fires a super charged aoe blast that sticks enemies into a ball and makes them roll around if the group of enemies in the ball hit something it makes a big boom boom.

6) Primary weapon snapper fires both arms that have piranha teeth like chompers that targets whatever your aiming preferably the limbs.

Secondary weapon
something like this i will call it dual freedoms

7) the name of this frame is called Biggy Move inspired by the rapper biggy smalls this one is not a rapper but a mech who likes to move and is big it will have a nice collection of weapons and moves
some may think it is a tank of the size but it really is not though it has a shield ability it is more of a support class!
 
Jul 5, 2017
25
49
13
USA
1) Light
2) Offence 75 mobility 25
3) Medium
4) Ability 1, Shred (passive): You exude a corrosive material causing consecutive melee attacks to do increasing damage. Stacks infinitely. Damage amp only affects you and stacks are unique to each enemy.
Ability 2, Frenzy: When activated your reactor will begin to overcharge and you will be unable to move, during this period you can drag your cursor over your enemies to mark them. Once charged you will move with blinding speed (teleport) to deliver a fatal strike to each marked enemy. Afterword you will land in front of the last target hit. Costs more power based on how many targets were marked.
5) Pummeler: Fires a heavy arcing slug a short distance that causes a tremor in the area staggering foes with a chance to knockdown. Direct hits will deal medium damage and stun a single target.
6) Primary, Talons: A pair of crude scrap metal claws on on each hand capable of landing a huge amount of light attacks in a small period of time.
Secondary, Quad shotgun: A large shotgun with four barrels. It fires all shells at once launching you and the target away from each other.
7) The Jackal: This frame looks crudely made and a bit mangy covered in jagged metal scraps, lots of exposed mechanics, and dripping with caustic fluids. This frame is built for single target dps with some ability to deal with groups. Frenzy allows you to close the distance on your foe and the combination of the high attack speed of the talons and the damage amp from shred will make short work of enemies. The high self knockback on the shotgun also allows for some creative mobility options.
 
Jun 26, 2018
65
128
33
1)
Medium

2)
Offense: 50
Mobility: 25
Defense: 25

3)
Heavy

4)
[1] "Implosion missle" ( [the frame reaches out its fist and a small launch pad comes out of the upper side of the arm] on impact the missle sucks every enemy in range to its center and then erupts in a giant explosion { maybe with enemy targeting?} )
[2] "Impact Leap" ( the frame leaps forward shattering the ground on impact, eliminating smaller enemys that dare to stand below it)

5)
"Soul Melter" (A laser that vaporizes smaller enemys and parts of bigger enemys)

6)
Primary: "Multi Tool Mk.1" : [1] Sniper mode: [long range] (shoots, on impact exploding rounds)
[2] Shotgun mode: [short range] (shoots out all of the magazine in one burst creating multiple mini explosions on the enemy)

Secondary: varies (maybe like in FireFall when multiple secondarys were available to choose from)

7) Name: "A.I.S." (pronounced like Ace)
A frame that relies on its powerful weapons and abilities. Leap across the battlefield for repositioning and the squashing of critters. Let your enemys vaporize with the devastating Implosion missle. Deal massive damage with the Soul Melter. Be the long ranged assasin with your Multi Tool Mk.1 in Sniper mode while evading ambushes from enemys with the Shotgun mode.
Basically a true nightmare for every opponent that crosses the way of A.I.S.
Has an Eagle head on its shoulder. :)
 
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Dec 15, 2016
1,132
2,020
113
1) Light
2) 40 def/40 mob/20 off
3) Medium reactor
4a) Time Breach Sealant (passive) - While mining with your THMPR, enemies will not spawn in but you will not be able to receive Phased ores.
4b) Mineral Analyzer (active) - Activate to receive valuable information about the mineral veins around you. The highest peaks and quality are displayed on the HUD.

5) Bedrock Splitter - This modified bunker buster rocket launcher is capable of burying rockets beneath the ground. Aim at the highest mineral peak for larger quantities. Once detonated, the rockets will then crack open the ground to reveal a mineral deposit ready to collect.

6) Primary weapon is up to the pilot’s choice.

Jackhammer Spear - Armor piercing melee weapon used for thrusting attacks. This also serves as a mining equipment. Bury the spear on the ground then press the fire key several times to reveal valuable deposits if there are any.

Mining Drill - Industrial grade mining drill attached to your omniframe. Compared to the Jackammer Spear, the Drill is used on exposed veins and not buried ones.

7) After the fiasco between the Genesis Machine and The Bloodhands, Gerald Livingstone IV has commissioned The Belter as Ion Tusk’s primary mining omniframe on EM-8ER. While different from the Prospector, The Belter is capable of independent mining safer and more relaxed without any external interruptions. However, this comes at a cost as The Belter is less prepared for any attack and is not suited for combat or base defense.
 

Krhys

Commander
Jul 26, 2016
184
338
63
I absolutely love the idea of having the choice of picking any ability combo with any frame to suit you play style, but what would entice players to pick full ability builds (healing/tank/dps)? So if you can pick any frame with any ability combination, people would undoubtedly find the 'god mode' build which everyone would start using. To avoid people only using a handfull of abilities I would say each ability class (healing/tanking/dps/mobility etc) should have either a character buff that makes other abilties from the same class more efficient/powerful or some type of passive that gives extra effects when used with another ability of the same type (think league of legends' brand champion and his abilities and extra effects when the target is ablaze).
I also think a power and weight restriction would be another good way around having a 'god build,' i.e. if you fit a cloaking device to your frame, it would take up larger amounts of energy that other devices, so the player may not be able to fit high damage energy weapons but stick with lower damage kinetic weapons instead, so being sneaky comes at a price.

Going full on energy weapon karnage might mean a restriction in your jump jets and limitations on other abilities requiring power, so you would have to take that into consideration.

Have fun balancing everything, devs!
 
Likes: Mahdi

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
1) light/Medium

2) offense 80 mobility 20 defense 0 or can switch to offense 20 mobility 80 defense 0

3) light/medium reactor

4) Ability 1: Sphere Pulsar this ability releases 5 Sphere pulsar that spin around you if a target is nearby they either give you higher damage resistance until they are destroyed or higher damage as they are fired and aimed by the pilot.

Ability 2: shadow storm this ability brings a dark smoke screen which helps fire off certain elemental damage through it with increased speeds while making the enemy unable to track you for a short time.

5) Shoulder weapon shockbinder this fires a low damage electrical charge if enemy is hit chains to other enemies close to the main target reduces their speed for a short time

6) Primary weapon Wraith this ability projects a high contrast beam with the help of nanobots can fire in bursts or one continuous beam. This ability damage is increased the longer you keep your aim on it but suffers from overheating so if you use it too long the weapon needs a small time to cool down

Secondary weapon grapshotter this special weapon fires a grappler to the target short to medium range pulling you to the enemy and then its up to you to unleash its a grappler shotgun but its range is not as great as a standard grappler for travelling still it does well for a side arm

7) the name of this frame is called The warlock to switch from high damage pain to a faster pain it does however have no defenses making this tough but not impossible. Thankfully the warlock abilities give it some survival but if your one who likes moving around being a pain then this is just for you :D
 
Feb 21, 2017
3
2
3
I had a lot of fun with the healer frames from Firefall, so here's my idea for one, with a bit of a twist

1) Medium frame
2) High mobility, average defense, minimal offense
3) Thinking medium power core, possibly heavy depending on how much the abilities use
4) Scales of Life - This frame isn't a typical healer. Instead of replenishing/repairing health, it transfers damage around between allies and enemies. It does this by moving damage from one unit to another, for example, if a lighter, mobile frame takes a big hit, it would take some health from a beefier, heavy frame or an enemy, and replenish health to the target frame, healing more than it takes. This also allows it to be a tank healer, taking health from the enemy or from an allied frame that isn't taking too much damage. It can also transfer damage from one unit to many, allowing a tank frame to take a massive hit by distributing the damage among the party, and letting other healers take over spot healing
5) Some kind of nanite cannon? or ray gun or something. This is what allows the frame to use it's ability. I think locking the shoulder mount to the Scales of Life also helps balance it out, since it's a pretty powerful ability
6) Heavy Shotgun. This frame is going to be in the thick of things, dancing around and through the fight. It's shotgun has a decent knockback effect, helping it get out of rough spots and helping it maneuver enemies for its allies
7) The Libra: A frame designed to help even the odds between the Gatestriders and the T'si-hu. It can hold its own solo, but the more enemies and allies it has around it, the more powerful it becomes. It's offensive power is minimal, but it's Scales allow it to save it's allies from the brink of death, and bring down judgement upon its enemies.
 
Likes: Pandagnome

zdoofop

Firstclaimer
Jul 26, 2016
531
766
93
Noneofyourbeeswaxistan
I had a lot of fun with the healer frames from Firefall, so here's my idea for one, with a bit of a twist

1) Medium frame
2) High mobility, average defense, minimal offense
3) Thinking medium power core, possibly heavy depending on how much the abilities use
4) Scales of Life - This frame isn't a typical healer. Instead of replenishing/repairing health, it transfers damage around between allies and enemies. It does this by moving damage from one unit to another, for example, if a lighter, mobile frame takes a big hit, it would take some health from a beefier, heavy frame or an enemy, and replenish health to the target frame, healing more than it takes. This also allows it to be a tank healer, taking health from the enemy or from an allied frame that isn't taking too much damage. It can also transfer damage from one unit to many, allowing a tank frame to take a massive hit by distributing the damage among the party, and letting other healers take over spot healing
5) Some kind of nanite cannon? or ray gun or something. This is what allows the frame to use it's ability. I think locking the shoulder mount to the Scales of Life also helps balance it out, since it's a pretty powerful ability
6) Heavy Shotgun. This frame is going to be in the thick of things, dancing around and through the fight. It's shotgun has a decent knockback effect, helping it get out of rough spots and helping it maneuver enemies for its allies
7) The Libra: A frame designed to help even the odds between the Gatestriders and the T'si-hu. It can hold its own solo, but the more enemies and allies it has around it, the more powerful it becomes. It's offensive power is minimal, but it's Scales allow it to save it's allies from the brink of death, and bring down judgement upon its enemies.
I personally don't like the idea of sacrificing my health to heal someone else when they could just heal naturally with a medic, but there is another real problem:

Trolls would be able to use this ability to kill other players without dueling them. Even if they can't drain to less that 1% health, that's all it would take before one more hit from an enemy.

no. just no.
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
Trolls would be able to use this ability to kill other players without dueling them. Even if they can't drain to less that 1% health, that's all it would take before one more hit from an enemy.
What if there was a limit to how many times you could drain health at a time or that there is a cap that when health is at say 10% or whatever the health cannot be drained further on that person but on enemies the cap could go down lower perhaps.

I personally don't like the idea of sacrificing my health to heal someone else when they could just heal naturally with a medic, but there is another real problem:
I got to agree in some way yes but its just another different play style someone might want to try instead of playing the medic the standard way.
 
Jul 5, 2017
25
49
13
USA
1) Heavy
2) Offence 50 defense 50
3) Heavy
4) 1st ability, Drone Barrage: Rapidly fire a barrage of small projectiles (drones) in a small radius around you. The drones will lock on to any enemy in range evenly distributing themselves among all enemies in range. Each enemy hit grants a stack of harvest up to a cap. Stacks decay outside of combat.
2nd ability, Harvest: consume all harvest stacks to recall your drones and receive a self heal for each stack consumed this way.
5) Stinger: A massive harpoon launcher launches a massive harpoon at a single target. If the target hit is OF size or smaller it will take massive damage and be pulled to you receiving a brief stun on arrival. Larger enemies will take the damage but you will have the option to reactivate the ability to drop an anchor attached to the enemy applying a slow.
6) Primary, Hive Rifle: This experimental rifle fires small dart like bullets with low accuracy and a very high ROF. These darts embed themselves in whatever they hit. This weapon does not need to reload and instead when the reload button is pressed it will detonate all active darts dealing damage to affected enemies. Firing for an extended period will cause the weapon to overheat and need to cool down for a few seconds.
Secondary, "Honey": This odd weapon launches blobs of a viscous and caustic goo which reduce the movement speed and resistances of those affected. The fire button can be held to charge up a larger ball of goo. Goo that hits the ground will form a puddle applying the debuff to all of those standing in the puddle. Multiple hits on the same target will cover them increasing the slow and resistance reduction.
7) The Queen: This is a large slow frame with heavy bulbous black armor with yellow accents. This frame is meant to be a primary tank capable of dealing heavy damage over an extended period of time in addition to being able heal itself and debuff stronger foes for easier takedowns. However this frame sacrifices almost all its mobility for heavy armor and weapons meaning it has much lower movement speed and thruster duration than other frames.
 
Likes: Pandagnome
Feb 21, 2017
3
2
3
What if there was a limit to how many times you could drain health at a time or that there is a cap that when health is at say 10% or whatever the health cannot be drained further on that person but on enemies the cap could go down lower perhaps.

I got to agree in some way yes but its just another different play style someone might want to try instead of playing the medic the standard way.

I mean, there would obviously be limits in place to balance it, which could also hold to prevent griefers from just randomly leeching all your health.
Alternatively, could have it so it only leeches from enemies, or have it's most powerful ability cause a target's health to match the health percentage of the highest-health friendly target nearby.

tbh, I thought that up fairly quickly and didn't spend too much time thinking of how people could abuse it
 
Likes: Pandagnome