Omniframe build types: Post your ideas here!

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
10,079
113
Island of Tofu
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
Its good thoughts, some can be overlooked and remind us of issues, even ways to prevent them occurring.
 

cl_ogar0

New Member
Jun 25, 2017
7
12
3
1) Heavy with shield and Melee big as weapon
2) defensive power allocation
3) not sure how reactor affects frame so heavy one should do
4) Teleport shot (exactly how it worked in firefall but lower cooldown)
Absorb bomb
5) No shoulder mount weapon, instead module called Retribution Engine (Right clicking raises shield, attacks from front reduced by high amount, sides and behind by less. All damage taken when shield is up charges a meter visible on HUD.
Next action (ability, shooting gun, swinging a melee weapon, raising shield, jumping) performed while bar is full is empowered.
Next ability used: 50% increased damage, aoe, duration, effect but also cooldown.
Melee swing: releases a slow projectile in straight line that pierces enemies and returns to you, will also harm you so raise shield to gain some charge back!
Railgun shot: Damage on shot increased by 50% but the blowback from weapon knocks you back a fair distance (railjumps yes)
Jumping: massively increased jump height, damages enemies if you land on them.
6) Primary weapon: Gravity Hammer Secondary Weapon: Railgun (just like in quake 3)
7) Name, thats a tough one but i think Paladin would fit it pretty good.

How it feels like:
You are slow. But you have burst mobility from teleport shot.

Gravity hammer is used to dispatch everything that is smaller than you by mere swing, and for bugs that cant be stomped a simple and elegant overhead swing should even them with ground.

Playstyle revolves around happily killing stuff with wide arc swings of hammer in non threatening situations, and shooting down ranged enemies with railgun if you cant reach them on foot, but thats not your niche.
Threatening situations require active use of shield and charging up shoulder module that unlocks additional effects on attacks.

Advanced gameplay includes constant comboing of empowered abilities whilr dishing out damage and zipping around the battlefield.

Im going to flesh out ideas later so take it with grain of salt
 
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Dec 15, 2016
1,132
2,020
113
Necromancer (medium, medium reactor)
Uranion (heavy, heavy reactor)

Default: attack power

Zombiosis (target ability) - Target enemy corpse to fight for you as a reanimated zombie. Lasts for 5 minutes. Limit: 4

Choose one specialization:
*Pathogenic Zombiosis - Zombiosis now becomes a lingering AOE Ability. Any enemy crossing the affected area will be afflicted with Zombie Infection. Upon death, Infected enemies rise up again as a reanimated zombie.
*Disperser Zombiosis (passive) - Your omniframe releases Zombiotic gas around you at every 4 seconds within 10 meters.
*Zombiosis Injector (passive) - Your primary weapon has 10% chance for each shot to cause Zombie Infection against the enemy.

Mutagenic Shot (active ability) - Loads mutator ammunition on your primary weapon. Afflicted has decreased speed, and become Weakened. Weakened enemies cannot change to their beast form as well as cannot regenerate health.

Choose one specialization:
*Toxic Mutation - Upon death with Weakened debuff, afflicted explodes releasing infectious gas that Weakens enemies.
*Mutated Titan (synergy ability) - Kaiju up to Category 1 who are affected with Zombie Infection upon death becomes Mutated Titan. Lasts for 5 minutes. Limit: 3
*Corrosive Mutation - Affected enemies will have their armor Degraded and suffers more from kinetic damage. Stacks up to 10. If there are 10 stacks, target has Corroded Armor which causes all kinetic damage from any source a guaranteed critical hit.
*DNA Ripper - Replaces Weakened debuff with Mutated Vulnerability. Enemies who change to their beast form will take damage more from all sources. Explosive damage has 10% chance of critical hit to those affected with Mutated Vulnerability.
Desolate (toggle ability) - Uranion anchors on the ground and releases a high dose of radiation around the frame. Radiation damage increases the longer Desolate stays active. Reaches a maximum stack of 7.

Choose one specialization:
*Salted Ground (passive) - Desolate becomes wider and increases the radius by 50%.
*Neutron Bath (passive) - Desolate releases a critical damaging pulse every 6 seconds.
*Dust Cannon (synergy) - Desolate arms the frame with a dust cannon for your primary weapon alternate fire. Uses irradiated dust particles as ammunition and recharges as long as Desolate stays active or within an irradiated area.

Sulfur-35 (passive, synergy) - Uranion is fatal to be approached at melee range once power allocation to attack reaches 70% and Desolate is active.

Choose one specialization:
*Radiotrail (passive, synergy) - Desolate no longer needs to be anchored to be active.
*Nuclear EMP (passive) - Sulfur-35 is capable of disabling enemy shields within 7 meters.
*Radiocancer (passive) - Enemies approaching Uranion within 8 meters become Irradiated. Irradiated enemies cannot receive healing or regenerate and become twice as vulnerable to energy type damage.

Shoulder mount weapons:
Necromancer
Necrodome - Necromancer emits a highly toxic aura within 10 meters. Any enemy inside may be inflicted with Necrotic Chaos that causes the affected to turn against their allies and pass it to them.

Uranion
Gamma Ray Cannon - Fires a massive beam of light powerful enough to set its wake on fire.

Plaguescythe (Necromancer)
Radscythe (Uranion)
A two handed melee weapon that occupies a slot of your secondary weapon. Swings from its blade causes nasty effects from its wake and leaves lingering damage to whom it strikes.

Plaguescythe can zombify a live enemy and even turn against its allies.
Radscythe can irradiate an enemy and disables the enemy's health recovery.

Primary, secondary, and shields are up to the pilot’s choice.

Former bio-nuclear terrorist Velah Balkarou was sentenced to life in prison for illegal procurement of weapons of mass destruction. She broke out of jail when the Enshigi destroyed the Gatestriders’ homeland then used the event to hide from the authorities. When the heat cooled down, she boarded an arkship as a stowaway enroute to EM8ER. As she arrived on the planet, there was no centralized police force due to the fact that the Reapers are busy fighting off the aliens. Velah based her omniframes on her knowledge and made them available to anyone. To make a new name here, Velah changed her path so that few would know who she really was. Since the Geneva Conventions is pretty much null and void at this point and everyone doesn’t honor that treaty, Velah has no qualms about violating the spirit of the Conventions against the aliens.

Zombie apocalypse made easy. Why not start now?
-Velah Balkarou as she described Necromancer to the more chivalrous reapers.

If the Geiger Counter starts making TV static noises, ‘double dead’ doesn’t even describe you much.
-One of the warning advice from Velah for mishandling Uranion.
 
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Setrak

New Member
Feb 28, 2019
3
6
3
27
1) Light
2) Mobility 100%
3) Small or Large, whichever one gets the frame moving the fastest.

4)
Ability 1: Invisibility-Your frame becomes invisible for roughly 15 seconds on a 30 second cooldown (cooldown starts when invisibility starts). When you deal or take damage you become visible again.
Ability 2: Teleport Beacon-First activation drops a beacon that lasts for 30 seconds. Second activation teleports you to the beacon and starts its 30 second cooldown.

5) Satchel Charge-First activation delivers a large explosive charge nearby. Second activation detonates it dealing massive damage to enemies and structures.

6)
Primary: Grenade Launcher
Primary Fire-launches a grenade that explodes on impact dealing damage to enemies and structures
Secondary Fire-launches a sticky grenade
Tertiary Fire-detonates all sticky grenades launched with the secondary fire

Secondary: Melee daggers that bypass shields

7) Saboteur: Slipping through even the tightest of enemy lines to assassinate high priority targets or take out valuable pieces of infrastructure, the Saboteur is a one man weapon designed to slowly chip away at enemy morale. Its high movement speed and invisibility allows it to infiltrate the enemy's bases wreck havoc with its large number of explosives before teleporting back to safety leaving the Tsi-Hu with nothing but a smoking crater and the certainty that this is but the first of many debilitating strikes aimed at their most crucial assets.
 
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TheFoxTango

Deepscanner
Sep 24, 2018
5
3
3
1) Light
2) Mobility
3) Medium
4)
Bone Wall - Kaiju bones laced with nano transducers and triboelectric material to generate and amplify electrostatic potential. Place bone barrier down from Kaiju Bones stored on frames back. This acts as a sort of electric fence dealing damage to attempts to cross the barrier and blocks passage. primarily meant for zoning. They return to the back of the omniframe after distance or time dealing damage on the return.

Electrostatic Platform - Gain elevation by electrostatic potential. While floating smaller melee enemies will find it difficult to attack while maintaining mobile superiority while in the air over difficult terrain or barriers.

5) Bone Spike - Robotic arm takes a Kaiju bone and thrusts it into a target temporarily pinning them in place. The spike returns to omniframe like an individual bone wall post.

6)
Primary - Kaiju Bone Swords - dual wield
Secondary - Omniframe rated Submachine Gun
7)
Bonesaw
High mobility frame that relies on mobility, cc, and zoning to go in and out of combat. Closes in with dual blades, pins a primary target, zones others and uses float to maneuver from crowded space or rough terrain while following up attack with a hail of sub machine gun fire (to omniframe scale). The look of the frame has kaiju bones framing the arms and legs, with a kaiju skull ornamenting the "head" of the frame with a neat rack of sharp and electric discharging Kaiju bones on its back.
 

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Yuhaku

Deepscanner
Sep 3, 2018
2
8
3
Oh I like ideas :D hmm... how about...

1) Light Frame
2) Balanced with 1 extra toward offense
3) I'm not too familiar with reactor sizes but I would assume anywhere from low-mid if not in the middle of the two
4a) Omni Speed Hack: Increases each players movement speed based upon that players current shield (no range limit, anywhere from 30-70% each). 10 Second duration, 20-30 second cooldown ideally.
4b) Psycho Drive: Shield is halved until disabled, omni frame suddenly stops to do an animation of a grabbing it's upper half with the reactor flickering to pink then purple before the player can act, to give the entire group a set bonus to offense & air time (higher jumps & less gravity). Ideally 20-50%. Extra bonus allowing the player to store up 1 use of environment air every 10 minutes to create a small pocket of air that allow brief flight in any direction while gliding.
5a) Gravity Compactor: Charges up to Shoot a medium speed round of gravity that pulls enemies towards it then explodes into a mini black hole with a 20% chance to instead be a white hole that gives the group some health regeneration. Ideally the charge takes 3 seconds with a cooldown of 10 seconds. The regen is only 3 ticks of 10-20% each.
5b) Gravity Booster: While in Psycho Drive state Gravity Compactor cannot charge & instead allows the player a complete circle movement based on look & movements actively being pushed. To go up the player must hit jump at the same time, while down is crouch key. Duration is 2 seconds & can be curved around midway, 5 second cooldown but can be used during glide.
6) Primary Medium Speed Assault Rifle with Great stability & hip fire, however it has no extra ammo & instead must syphon already used ammo from other players (walking into other players gives a small amount of ammo) or take the clip directly from enemies (touch &/or over corpse). During Psycho drive the player can attempt a reload at the cost of a small amount of shield.
Secondary Gravity Katana that does a massive range AOE attack of the player striking the ground to reveal a giant bubble briefly that shatters with crystal bits falling downward when used from jump, the player cannot move until the attack is finished. During the animation the player's defense is increased by 50% & all group players inside bubble gain 20-30% increased defense for a few seconds. While under Psycho Drive it can charge & shoot medium-long range gravity waves in a lightning fast combo that pierces, gathers, then explodes into a mini black hole with the same as above white hole possibility. Charging would take 4 seconds, have no cooldown, & can be used without switching to Katana as main weapon (holding the secondary weapon key charges it with a sound to know when it is fully charged).
7) Type-Y Future Series. It looks like it's badly damaged with sparks randomly appearing across, both weapons have 2 floating crystals spiraling around them with a plasma burn along the left side. It would feel very support heavy, very aerial, & a challenge to master.
 
Jul 5, 2017
25
49
13
USA
1) Medium
2) 30% defense, 70% offense
3) Heavy
4) Ability 1, Attack drone: Deploy 1-3 small combat drones (depending on stored charges) to repeatedly strafe an enemy. Reactivating the ability will send the drones to a new target or if no target is selected they will return reducing their cooldown substantially. Drones last until death after which the ability will start regenerating charges.
Ability 2, Guardian Drone: Deploy a fast moving drone to aid an ally. Upon arrival it will orbit the ally destroying all incoming projectiles for a short duration before having to return.
Both of these abilities will drain energy while on cooldown rather than on use. (this is because the drones are being rebuilt, repaired, or refueled while on cooldown.)
5) Shoulder mount, Bullet Attractor: Fires a quick moving projectile that will briefly stun medium and smaller enemies and create a small bullet attractor aura around the projectile. After the impact all projectiles that enter the aura will immediately home in on the affected enemy.
6) Primary, Mine Thrower: Tap fire will launch an explosive disk shaped mine a short distance that will detonate whenever an enemy enters its proximity. Holding the fire button will charge the next shot firing the mine at a much higher velocity and causing it to explode on contact dealing much more damage but with a much smaller explosion radius.
Secondary, Flak Cannon: A shot gun that fires shrapnel in a very wide spread. Deals massive damage up close but is largely ineffective at range.
7) The Mothership is bulky for a medium frame acting as a mobile hangar for a fleet of drones. This Omniframe wants to control the battle from a safe distance utilizing High single target damage to take out high priority targets while keeping key allies alive. Its weapons compliment this play style with the mine launcher able to deal heavy damage from afar or to set up minefeilds to keep enemies at a safe distance along with the flak cannon for emergencies.
 
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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 40 defense 5
3) light or medium reactor [depends on weight so light helps for speed]
4) Ability 1: Bloodshot this unleashes some of your health as acid blood like the blood of the xenomorph
but hardens your armor. However too much health gone could make you die :O

Ability 2: Vampire this ability drains health and some power

5) Shoulder weapon: fires a dark orb that absorbs light reducing opponents visibility to see you or allies nearby for 50% until orb vaporizes (reload is slow but can fire 6 orbs in total)

6) Primary dual tomahawks these have special magnetizing properties to throw at opponents and retrieve back from medium range like thor's hammer i guess but with 2 axes!.

Secondary weapon: this gun below but more futuristic and sounds

7) the name of this frame is called The Strigoi for its vampire ways and its speed, not strong in its defense.
 

Majestic Manatee

SHIFTER
Ark Liege
Mar 17, 2019
2
9
3
Canada
www.twitch.tv
1) Heavy Frame

2) An even 50/50 between Power and Defence. ignore speed

3) Heavy Reactor

4A) "Portable Fortress" - Call down a bunch of static defences including turrets to secure critical areas, used as an AOE ability to scatter them throughout the area. Also drops chunks of debris or any such large objects that could be used as cover for the omni frame. Perhaps rocks would be ripped from underground or maybe some prefabricated buildings would be thrown down, sideways and whatnot.

4B) "Aura of Command" - The Mek can transmit signals to local friendly AI forces and issue them orders, in an RTS style menu, to allow better co-ordination. and maybe give the AI a small buff when player ordered to encourage use.

5) High Power Plasma Railgun - Fires a single slug shot that can pierce even the toughest of armor. Takes time to cool down as firing not only drains significant power, but overheats the whole suit, slowing it by 20% for a small time, maybe 2-3 seconds.

6A) Twin Gatling primary, extreme rate of fire, resulting in high dps. becomes more accurate if the omni frame is stationary.

6B) Power Sword - A large metal blade enhanced by the core of the frame, resulting in a blade that can slash through almost anything.


7) The Bulwark. The first and last line of defence for many people scattered across the world. Polished black and silver, with a vibrant accent colour running throughout, Green, Orange, or Blue. This colour is what all weapons and equipment glows with, and what illuminates the cockpit. While disliked due to its hulking nature and its very low speed, it makes up for it in its ability to turn the tide of a battle, providing often much needed cover for smaller infantry and armor units, while providing weapons and abilities that can clear the field.
 
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Sike

Deepscanner
May 31, 2019
1
0
1
1) Heavy
2) Defense (With a bit of AOE offense)
3) Heavy
4) 2 abilities
a) Organic Dome - Projectile dome that doesn't let any organic matter pass through. Can be used to defend a downed ally from an onslaught of enemies, or to trap an enemy. Bullets can still pass through.
b) Repulsion zone - Originating from a platform it sends out waves of energy that pushes everything away. Platform in the center can hold 2 people in tight proximity that remain in the center.
5) Shoulder mounted Missile Launcher - Shoots a missile into the air and strikes target location, can hit behind cover without a roof, but has a travel time as it arcs.
6) Primary - Shotgun
Secondary - Flamethrower - can burn the ground to give some lingering fire damage effect for everyone passing through.
7) The Protector, it's a bulky frame that's slow to move but can keep enemies at bay for just a little bit longer when being overrun. It's purpose on the battlefield is to protect allies when it looks like there's no hope left through the use of small area zone controlling abilities and weaponry. Organic Dome can also be used as a tool to chase down foes by trapping them, since nearly everything is faster than this frame.
 

Trooperuss

New Member
Jun 7, 2019
1
0
1
Honestly, customization and choice of frame and abilities/weapons/gear would be much appreciated.
3+ abilities on cooldown with 1-2 charge up.
Perhaps heavier cores providing more ability slots?

I want to feel like a badass again, spending hours min/maxing ingredients for the perfect balance of abilities, like the best timing on my soaring afterburner wings, that expired just after my inferno dash cooled down, which in turn lasted long enough for afterburner to cooldown, achieving infinite flight.
This coupled with Overcharge ability and fuel bomb made for a very nimble good dps assault frame, rather narrow in purpose, but exciting to use.

Or having the fastest cooldown and highest dmg/healing on a healing ball, so I could rely on that as my main healing source for allies, while focusing other resources on my damage output (weapon) and mobility (emergency response with low CD and high boost distance) coupled with a decent healing dome and high resistance, high speed revive Triage, made for a very well balance healer/tank/mobile assault dragonfly frame.

A better selection of deployables for the engineer, and better secondary weapons would be a good improvement.

And need I even mention empowered/powerfield/charge rifle/overload combo!?!
Please revive that!

Obviously such equipment requires significant farming.

I would far prefer to have more abilities over a shoulder mount weapon. If the shoulder mount was an ability, so be it.
And as for frames, I would much prefer freedom to build either well balanced, or purpose driven frames as I please.
More selection of weapons (primary and secondary, perhaps having the ability to carry 2 primaries) and more mixing of abilities.

Seems like a really great way to extend the playability(and replayability) of the game is to offer more customization for players to come up with their own builds/classes just by playing the game and testing/tweaking different combos.

I do like the idea of dual wielding, for both melee and ranged. So long as they could still be fired primary and alt-fire.
 
Apr 17, 2018
1
4
3
27
Portugal
SORRY IN ADVANCE FOR WALL OF TEXT, I LOVE GOING IN DEPTH WITH ALL THE MECHANICS I CREATE!

Name: WaveBlast MK1

Basic:
1) Light Weight frame.
2) Low on defense, High mobility, High damage. (Around 20, 40, 40 to start)
3) Medium sized core

In depth:
4)
Ability 1:
** Shift Gears: Increases the power output of the core to an even higher level, sort of overclocking it to increase potency, and sending power only to the necessary areas to maximize the efficiency of the frame and the ability.
> This ability increases the speed of the frame by 20% and lasts for about 2 minutes. During this time, damage output from melee moves is also increased by 10%, while defense is decreased by 10%.
During this time, the mech will have a feint glow and small sparkle effects around it, showing the frame is boosting itself beyond the limits.
> This is shift Gears Stage 1 <
However once the 2 minutes pass, the core will return to normal, and will need to cooldown before being used on more demanding tasks. This causes overall performance to decrease 10% for 1 minute.

>This ability has a second shift, which is used while the first activation is still in use. (Meaning still under the effects of Shift gears stage 1). It causes all of the previous boosts to be doubled, as well as the drawbacks and debuffs. This means, increased speed by 40%, increased melee damage by 20% And decreased defense by 20%. During this state, the mech will release more intense visual effects than stage 1. Having a brighter glow around it, a stronger energy feel to it, and more electric sparks surrounding the Frame.
> This is Shift Gears Stage 2 <
However, once more, when the ability comes ot an end, there will be consequences. However, when the ability is activated, the time you can stay in this form is shortened to half, of what it currently has. (If you double tap it at the start, you can have it for 1 minute, if you use it when you've got 1 minute of stage 1 left, you'll only get 30 seconds in stage 2).
Once again you'll need to wait for the core to cooldown before using any more demanding abilities, and the Frame's performance will decrease 20% for 1 minute 30 seconds. (PVE Balance ofc).

Ability 2:
** EMP Field: As simple as it sounds, it deactivates or jams all electrocial devices surrounding the area of effect while also jamming incoming missiles and other electronical weapons. Such as, possible mines and a few others we might encounter.

This ability is emmited around the Frame, rather than a thrown projectile, and has a medium sized range.

Since it is also a more demanding skill, it will not be usable during Shift gears recovery time.

5) Lightmachine gun. The only ranged weapon this mech will get.

6) Dual wielding massive Piston arms with shockwave energy technology on each one of them for massive melee damage, these fists release huge shockwaves on impact.
These fists come with two types of damage. The contact damage, where the fist itself connects with the target in question, where the damage is at its highest.
And shockwave damage, where with the sheer force of each punch, a major shockwave is released, capable of damaging targets close by without actually touching them. This range is still very minor but should help dealing some damage, even if the punch itself wasn't close enough.
These fists come with a propusion system that needs to be reloaded after 10 punches on each side. Releasing large metal barrels, on each reload, and injecting new ones.
*More description on them in topic 7)

7) As stated on top, this is the WaveBlast MK1 (It's still an early name, and it went through a lot of work until I accidentally just said. WaveBlast and it absolutely sounded like a transformers name. So why the hell not? And thus Waveblast was born).

Visually, the Frame itself is a Hard Driver mode style, where it's small but enclosed. I mean, sure it could be open, and I don't know about you but being electrecuted by drawing the suit's full potential isn't necessarily my kink thank you very much. Not to mention the shockwaves from the fists themselves. Oh sweetness, those must be a joy to hear, unprotected. Except not for me. I'll leave that beauty to the victims of the piston puncher.

Speaking of piston punches! They do sound powerful, don't they? I really wanted to bring out the power in those things and make them seem like the coolest melee weapon a mecha could ever get in any franchise ever. Two giant fists with incredible power and speed, that upon each punch release giant shockwaves, and visual effects on the player's screen, as well as the fist itself releasing a lot of steam, after each reload, or after the player stops punching for a while. As if it was cooling down, or filling steam inside/leaking out (Visual representation).

This Frame is also supposed to be fast, so it comes with great speed and tools to increase it even further too. Sliding along the floor with its high mobility and light weight, this mech not only is fast, it FEELS fast. And shift gears is here to really show it to you.

The way I created this mech was so that everything you used, felt like they were more than just a mere push of a button. They have a lot of BAM to it, but also a lot of consequences, making you really think before you act, as if you truly were in the pilot's situation and had to take the risks only when the time really called for it.
This will make the Frame quite difficult to use to its fullest, but will also open a lot of possibilities and different types of tactics, combining the speed boost of Gear shift, with EMP, and having to be precise with the timing, so you don't lose both abilities and recieve major debuffs, potentially causing for heavy damage, or a straight up Frame destruction.
This also motivates hit and run strattegies, as well as a simple regular fighting mech with a powerful escape tool that leaves you "out of comission" (Well, recovering is more accurate) for a while, before you can fight again.


Well guys, this is my dream Frame xD
I'm very into Melee powers and original use of different tools, but also making them double edged swords so you really think before you act!
Please let me know what yall thought :p
 
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Terricon4

Base Commander
Base Commander
1) Heavy.
2) Defense, and offense (screw mobility, I'm just interested in killing everything today).
3) Large
4)
Active Shielding:
Shields get a passive bonus of minor damage reduction and damage over time to enemies that are in contact with them. Melee hits with the shield will also do more fire damage.
When used actively, the plasma shield projected onto the physical shield will be overcharged and explode outwards, sending a blast of superheated plasma out in front of, and to a lesser extent around the shield. This blast does high fire damage, and has a medium knockback. It will slow down the players movement when used, and also apply a kickback, negated if on the ground and stationary, otherwise pushes the player backward, especially in the air (though with some RNG so not completely predictable just where backwards you'll fly).
During the first half of the cool down after using the active ability, the passive benefits will be lost.

Breakthrough:
Directs extra power into the suits mobility systems. Movements are much faster and total speeds increase noticeably for a short period both on the ground and in the air. Jets will be visibly used even when moving on the ground if moving forward to add extra speed/energy into the charge. If flying, jets will overcharge and allow for faster flight and greater acceleration, though only forward (direction can still be changed, but strafing/reversing wont' benefit from the speed boost).
During this period, the shield is raised and brought in front of the suit, there is a knockback dealt to any enemies hit with it, along with some damage, relative to the suits current speed. A slight speed loss will also be incurred upon contact, relative to the enemies mass.
When charging, the shield will be held in and bashed out upon contacting an enemy, this action will noticeably increase the damage dealt to the hit enemy, and lower the movement penalty from that hit to the player. The arm will take a second to be returned to its fully ready position, this timer will reset if any new enemies are hit during this time. So the effects are higher if only hitting a few key enemies, but you still can charge through warms of smaller enemies if you want.
Power is restricted to only mobility systems, so any weapons or other abilities, or self repair system that rely on power will not operate during this abilities active time.

5) Gauss Cannon:
A large anti armor cannon, it has a very fast projectile speed, with a large amount of damage on direct hits, and a moderatlely damaging aoe blast around the hit point. The fire rate is slow, and in order to fire a certain amount of energy must be available in the suit (and will be consumed) beyond normal ammo limits. This is a large powerful cannon normally used for dealing with heavy armored vehicles, as a result is is very powerful, but also has considerable recoil and is very heavy, slowing the suit wielding it. When fired, a considerable knockback is applied to the suit, throwing them backwards if in the air, and just pushing them back a few feet and stopping forward motion when on the ground. If zooming/aimed in while on the ground, the suit will go into locked down, allowing for more accurate fire and no knockback, but also locking movement, and limiting rotation to the current forward ark when the aim was started.

6) Twin bolter cannon: (think storm bolters from 40k terminator armor)
A double barreled cannon firing small explosive projectiles at a decent rate, though somewhat inaccurately. Powerful, but with a long reload time and unable to hit targets reliably beyond a short distance.

Fortress Wall:
A MASSIVE shield, it slows the user down, but provides almost completely coverage of the frontal arc and offers significant damage reduction too all shots it takes in its protected ark. If used as a mellee weapon it is very slow to hit targets, though fairly powerful. If you use it while free falling onto an enemy it gets a bonus to its slam damage, and can squish most enemies outright if brought down like this.

7) The Walking Rampart.
It is a very large heavy suit, covered in large amounts of armor, thick blocky plates, making it look like a veritable walking tank. Equipped with its massive frontal shield and Gauss Cannon, it is often seeing sitting back from the battle blowing up groups of enemies, or tearing into larger tougher targets. For the enemies that manage to get close to it, they may find its massive bulk brought to bear, charging down on them. This sight is often described as being akin to having a castles walls charging towards you, and has been the last sight many have seen. Unfortunately it can only move quickly for short bursts, so if surrounded and outnumbered, it may be brought down if it doesn't have sufficient support from other frames.
 

RX1018

New Member
Apr 26, 2019
1
0
1
1)Heavy
2)Depolyable:Deploy to use get damage,energy regenerating and cooling boost
3)ETD/ETW:use your energy to overcharge the Shield/weapon to get damage resist/damage increse
4)Particle cannon:a heavy gun that have 2mode:long range Beam&Short Range grenade.
5)Tactical Antimatter caplicator:use your energy to make antimatter and storge it.if necessary,Throw out the caplicator and make a Massive Explode.WARNING: only one chance to throw before you buy another caplicator:p
 
Nov 20, 2018
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1: Frame Type- Light

2: Power Balance- mobility and offense

3: Reactor- Heavy. Both Primary and Secondary weapons are extremely energy hungry

4A: Rush Shield- Passive/Active ability. Passively acts as an energy shield that siphons energy from the Frame's movement. The more the frame moves the stronger the shield gets. Charges more quickly from sprinting. The shield loses strength when standing still or moving very little. When activated, discharges the shield energy into the weapon systems. Effects of this are outlined under the weapons.

4B: Star Burst- A last ditch defense mechanism. When activated the reactor enters a forced overload with the excess energy being expelled outward in an AoE inflicting damage and stunning/blinding all those around the Frame. The reactor is shut down and restarted shortly before a catastrophic failure occurs. The downside is that this temporarily disables the weapons systems of the frame, with the movement systems kept online by emergency batteries that have just enough power to allow the frame to run at full speed until the reactor restarts at which point the batteries begin to recharge and the frame's normal operations return.

5: Shoulder weapon- Sub-munition calibrated light rail gun. Able to rapid fire solid slugs at around 250 rpm for moderate long range damage or be switched to one of several sub-munition types such as cluster bombs or mines, containing explosives, gas, acid, smoke, chaff, or special substances to slow or impede enemies. Sub-munition ammunition is quite limited making bringing only one or two types the most efficient choice. Being charged with shield energy increases the rate of fire of the slug rounds to 500 rpm.

6A: Primary weapon- Dual Fusion Blades: Blades of super hot plasma hard-mounted to the frame's forearms as they require direct constant energy from the reactor. Light weight but plenty strong enough to cut through the toughest armor while setting flammable objects alight. When powered up by the energy from the shield, the blades extend in length, and increase in heat, thus increasing their damage along with causing passive damage to objects nearby.

6B: Secondary Weapon- Neutron Cannon: A short ranged weapon that fires a piercing beam of ionized neutrons. The left arm transforms when this weapon is active. This beam is brief, lasting only .25 seconds, due to the energy requirements to fire it, but is highly damaging. When charged with the shield energy, the beam gets a massive increase to range, width and damage. It can additionally be maintained for up to 1.5 seconds

7: Description
The XL-13 Rush Star is designed with a sleek aesthetic to cut down atmospheric resistance to movement as the intended purpose of the frame is to move as much and as quickly as possible to hit and fade. The frame's unique shielding relies on it being in continuous movement to protected itself and get the most use out its weapon systems. The goal of the pilot to is to stay at the edge of engagement range building the shield before quickly dashing in, discharging the shield into the weapons systems, hitting hard and then getting out. The shoulder mounted light rail gun can give it some longer range punch to apply pressure or covering fire, but is more commonly used for the utility of the sub-munitions to help it disengage after it expends its shielding to deliver a massive blow. If forced into a prolonged stand up fight or confined spaces, the agility of the frame is the main defense since it's ability to move more freely is lowered and thus its shield charges more slowly. However, it is perfect for both chasing and running away from threats.
 
Jul 27, 2016
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I'm making this post just so I know someone added this to this massive thread (I am not reading the entire thread).
1) Medium Frame, for well balanced setup
2) Mostly Allocated towards mobility and defense I would think
3) Medium Reactor
4) A. A recreation of Healing Ball, a blob projectile that bounces off of terrain and can be detonated manually or on contact with an ally or enemy, healing allies and dealing heavy damage to enemies.
B. A recreation of Triage, a buff that grants minor damage reduction, a massive movement speed buff, and the ability to revive fallen omniframes at twice the speed.
5) A shoulder mounted Static Pulse Generator, bleeding electicity, which will damage and stun nearby enemies and heal allies (consider it a replacement for the old Healing Dome HKM from Firefall).
6) A recreation of the Bio Rifle as a primary (with healing wave alt-fire), and a Large Katana with wide sweeping arcs for a secondary.
7) This is the Dragonfly (Reborn). Its glider wings are split into four smaller wings that extend outward behind it. The omniframe is painted entirely emerald green, with the reactor and power coursing through it emanating a combination of blue and purple light.

The Dragonfly from Firefall was the most enjoyable support role I've ever filled in a game to date, due to its versatility, skill based support, and abilities having dual purpose damage and healing capabilities, allowing players to adapt flawlessly to the battlefield. I would love to be able to recreate its glory if and when Ember finally gets off the ground : ) .
 
Aug 13, 2019
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So I have an idea for some different frames or a sub class or certain customization however you see fit to implement it.
Instead of having all of the mech with jetpacks there could be a class that runs around and has a very high/far reaching jump and when it sprints it can like slide across the ground with like skates/wheels and youd sacrifice the upward mobility for either more ammo or more damage/defense
I also hope to see melee in the game cause the idea of just crashing down from my drop ship with a GIANT shield and hammer in hand and tearing through the cannon fodder would be an amazing sight to behold.

I just personally like the idea of a more grounded mech and want to see more different playstyles
 
Likes: Krhys

Morihaus

Deepscanner
Apr 30, 2018
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1) Heavy Frame, with a big ol' two handed hammer if possible. Hammer and shield is fine, so long as I get the mega-badassitude of it being a BIG one handed hammer.
2) A good defensive monster of a frame, compromising mobility for raw power and survival, terrorizing the enemy flank ideally.
3) Reactor size will be a large, to be a one pilot, melee ranged artillery as long as possible.
4) Ability 1: Humble jet booster, to close the distance between me and what needs a paddling.
Ability 2: Some sort of "Berserk" rage, giving a boost to defense and power temporarily, and to restore a little frame damage possibly?
5) Shoulder mount would be a flamethrower, like the DOOM Eternal trailer. A short stream of flames to ignite enemies within a tight cone, for modest DoT damage. What good's being built to fight in the enemy flank if you aren't turning Georgia into a BBQ, after all.
6) Primary: Good ol' fashioned war-hammer, thinking something like a mix of the Super Sledge (jet propulsion) and the Ballistic Fist (small blast or maybe a small blast when it connects) from Fallout.
Secondary: Some kind of self healing weapon. I'm thinking a "flask" of liquid full of nanobytes to auto-repair damages, possibly even being throwable as a flamable liquid covering an area where it lands, tying into the flamethrower mount as well as other allies's potential fire abilities.
7) It's name would be "TH3S3VS," after the Greek hero who killed a Minotaur in it's labyrinth, given that my name sake is from a fictional Minotaur ("Morihaus," a demi-god from The Elder Scrolls lore). With how it plays in the field, intended play-style is to bum-rush around the enemy (using Ability 1) and apply pressure from the backline. Sandwich them into a meat grinder with other flankers, being a 1 man grinder (thus all Defense and Power) if need be. it's built to play like a mix of General William Tecumseh Sherman and the infamous Doomguy. What isn't being ripped and torn to shreds will be on fire. What isn't on fire will be smashed into a bloody pulp. What is neither is on the waiting list. Devastate what key targets I can, save the "cannon fodder" lower tier enemies for the frontliners. As far as looks, I'm honestly not sure, as I've always thought of the game-play aspect. I'll see what I can do once the game's released.
 
Likes: Pandagnome

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,730
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Island of Tofu
SORRY IN ADVANCE FOR WALL OF TEXT, I LOVE GOING IN DEPTH WITH ALL THE MECHANICS I CREATE!

Name: WaveBlast MK1

Basic:
1) Light Weight frame.
2) Low on defense, High mobility, High damage. (Around 20, 40, 40 to start)
3) Medium sized core

In depth:
4)
Ability 1:
** Shift Gears: Increases the power output of the core to an even higher level, sort of overclocking it to increase potency, and sending power only to the necessary areas to maximize the efficiency of the frame and the ability.
> This ability increases the speed of the frame by 20% and lasts for about 2 minutes. During this time, damage output from melee moves is also increased by 10%, while defense is decreased by 10%.
During this time, the mech will have a feint glow and small sparkle effects around it, showing the frame is boosting itself beyond the limits.
> This is shift Gears Stage 1 <
However once the 2 minutes pass, the core will return to normal, and will need to cooldown before being used on more demanding tasks. This causes overall performance to decrease 10% for 1 minute.

>This ability has a second shift, which is used while the first activation is still in use. (Meaning still under the effects of Shift gears stage 1). It causes all of the previous boosts to be doubled, as well as the drawbacks and debuffs. This means, increased speed by 40%, increased melee damage by 20% And decreased defense by 20%. During this state, the mech will release more intense visual effects than stage 1. Having a brighter glow around it, a stronger energy feel to it, and more electric sparks surrounding the Frame.
> This is Shift Gears Stage 2 <
However, once more, when the ability comes ot an end, there will be consequences. However, when the ability is activated, the time you can stay in this form is shortened to half, of what it currently has. (If you double tap it at the start, you can have it for 1 minute, if you use it when you've got 1 minute of stage 1 left, you'll only get 30 seconds in stage 2).
Once again you'll need to wait for the core to cooldown before using any more demanding abilities, and the Frame's performance will decrease 20% for 1 minute 30 seconds. (PVE Balance ofc).

Ability 2:
** EMP Field: As simple as it sounds, it deactivates or jams all electrocial devices surrounding the area of effect while also jamming incoming missiles and other electronical weapons. Such as, possible mines and a few others we might encounter.

This ability is emmited around the Frame, rather than a thrown projectile, and has a medium sized range.

Since it is also a more demanding skill, it will not be usable during Shift gears recovery time.

5) Lightmachine gun. The only ranged weapon this mech will get.

6) Dual wielding massive Piston arms with shockwave energy technology on each one of them for massive melee damage, these fists release huge shockwaves on impact.
These fists come with two types of damage. The contact damage, where the fist itself connects with the target in question, where the damage is at its highest.
And shockwave damage, where with the sheer force of each punch, a major shockwave is released, capable of damaging targets close by without actually touching them. This range is still very minor but should help dealing some damage, even if the punch itself wasn't close enough.
These fists come with a propusion system that needs to be reloaded after 10 punches on each side. Releasing large metal barrels, on each reload, and injecting new ones.
*More description on them in topic 7)

7) As stated on top, this is the WaveBlast MK1 (It's still an early name, and it went through a lot of work until I accidentally just said. WaveBlast and it absolutely sounded like a transformers name. So why the hell not? And thus Waveblast was born).

Visually, the Frame itself is a Hard Driver mode style, where it's small but enclosed. I mean, sure it could be open, and I don't know about you but being electrecuted by drawing the suit's full potential isn't necessarily my kink thank you very much. Not to mention the shockwaves from the fists themselves. Oh sweetness, those must be a joy to hear, unprotected. Except not for me. I'll leave that beauty to the victims of the piston puncher.

Speaking of piston punches! They do sound powerful, don't they? I really wanted to bring out the power in those things and make them seem like the coolest melee weapon a mecha could ever get in any franchise ever. Two giant fists with incredible power and speed, that upon each punch release giant shockwaves, and visual effects on the player's screen, as well as the fist itself releasing a lot of steam, after each reload, or after the player stops punching for a while. As if it was cooling down, or filling steam inside/leaking out (Visual representation).

This Frame is also supposed to be fast, so it comes with great speed and tools to increase it even further too. Sliding along the floor with its high mobility and light weight, this mech not only is fast, it FEELS fast. And shift gears is here to really show it to you.

The way I created this mech was so that everything you used, felt like they were more than just a mere push of a button. They have a lot of BAM to it, but also a lot of consequences, making you really think before you act, as if you truly were in the pilot's situation and had to take the risks only when the time really called for it.
This will make the Frame quite difficult to use to its fullest, but will also open a lot of possibilities and different types of tactics, combining the speed boost of Gear shift, with EMP, and having to be precise with the timing, so you don't lose both abilities and recieve major debuffs, potentially causing for heavy damage, or a straight up Frame destruction.
This also motivates hit and run strattegies, as well as a simple regular fighting mech with a powerful escape tool that leaves you "out of comission" (Well, recovering is more accurate) for a while, before you can fight again.


Well guys, this is my dream Frame xD
I'm very into Melee powers and original use of different tools, but also making them double edged swords so you really think before you act!
Please let me know what yall thought :p
made me think of atlas in warframe and 1 punch man :D