A brief review.
Assault - Gordon
Torvald kind of bucks this trend, but generally Assaults are close range specialists.
For his part Torvald’s Mortars require leading and prediction against Monsters that are moving at all.
As such I’m hesitant to give an Assault a long range weapon without some gimmick - this kind of straightfire attack just feels more like a Support thing, who have more of a tradition of long range straighfire weaponry as a primary.
Not to mention one would think that range would necessitate making it weaker than other Assault gear like Markov’s Lightning Gun, not stronger.
The zoom also feels awkward as a mechanic, like the Assault would want to perch somewhere like a Sniper.
Sonic Boom Cannon
If this weapon really is so weak, I’d bet Gordons would just zoom in close range despite the difficulties - like how Snipers in TF2 go for close range quickscopes far more than they lead with the SMG.
It also seems to have the twin flaws of being needlessly exotic for a minor secondary weapon while, in function, acting just like a conventional Shotgun.
Something like a Sonic Boom cannon sounds, well, unique enough that it would deserve a primary slot with some kind of unique functionality.
Frankly this sounds annoying annoying to play against as Monster or with as a teammate - especially if it were strong enough to be consistent.
It also seems very weird that an Assault receive such a purely defensive tool aside their class ability, while they are typically the team’s offense made manifest.
I suppose it could be used to help teammates escape, but that merely highlights how much it steps on the Support’s Cloaking Field tool.
Support - Diamond
I preface this by saying that I find dual SMGs to be utterly ridiculous in practical terms, though that doesn’t immediately disqualify this concept.
If it were something mounted on the arm or some-such so that it could be feasibly reloaded in a sane amount of time, maybe, but I’d except longer reload as a downside for such a weapon even with some sort of auto-loader.
Not to mention the recoil, but at least that is somewhat accounted for.
Back to the weapon that is, Maggie’s SMG is accurate when you fan the trigger: would it be so for this weapon?
Given that Support weaponry tends to be long-ranged, this is rather mold breaking - though some measure of that is fine.
So its like a Dust Tagging that stops smell?
Sounds solid, especially when paired with the Support’s cloak for a powerful defensive tool.
It is strictly defensive, but it is definitely in the Support’s traditional class role
Every Support but Sunny has some form of alternative damage option in their kit - and one could make an argument that the Jetpack Booster can function as one.
Given how defensive Diamond is already, I’d really expect her to have one. Two defensive options seems over the top.
(I should probably note here that I’d feel Sunny’s Drone shielding should be weaker, it should be destroyed in a single it, and that its placement should have a ~ 6 second cooldown.)
Functionally it is incredibly powerful, totally negating a Monster focusing someone and forcing them to walk away or get punished for nothing.
The duration seems rather extreme to this end; and it is far, far less elegant a design with far less counterplay than the pheremones.
Trapper - Raiden
This one feels familiar.
With recent events, it seems to heavily overlap the burst fire function of Crow’s weapon.
I don’t think illuminating the target would typically be much more than a minor gimmick, since shooting Monsters gives them stamina to flee and simply pinging them can already pinpoint their position.
So functionally it just feels too much like a copy of Crow’s weapon without the charged shot potential.
X-Thermal Goggle Scan
Very interesting, an option to negate sneaking on a cooldown.
I’m not exactly sure of the counterplay, but it seems both unique and viable as a tracking method.
However, it seems like it would make more sense to illuminate wildlife and sneak tracks in a smaller radius around Raiden for, say, 10 seconds to play better with following Tracks and potentially spotting the Monster while on its trail.
It would also make more sense as goggles that way.
If your not a fan of that modified design, I might take it for a revision of an old concept at some point.
I might take it regardless, though I’d prefer to have permission - design space is a precious commodity with Trapper designs.
I like it, but it doesn’t quite feel like a cage at the moment - more like it is tiring the Monster with some modified Stasis or Tranq.
That doesn’t really matter to me though since Stasis has always been weird.
I think this could have a somewhat lower cooldown - perhaps 20, or 15 at lowest?
Medic - Arsenic
Seems decent to me, generally I’m hesitant with designs that affect armor and health differently but this seems pretty tame.
Could probably do more damage on account of needing armor to be gone.
This…well, this is the kind of stuff I was referring to as making me hesitant.
I’m not really a fan of pierce through effects because, unless the Monster is evading and not likely to take much health damage otherwise, the team will probably need to chew through the armor eventually anyway.
Not to mention how it would cheapen armor for the Monster.
I’d personally redesign this as a cloud that makes the Monster take 35%-50% bonus damage from all sources while in it - weakening armor and flesh somewhat.
Might make more sense as a grenade or throwable of sorts to pair with the Medi-Trophy: with the duration of the Poison Darts she could use more to do while they reload.
Also not a fan of it canceling the Medi-Trophies.
I like it, her primary healing method is throwing healing zones.
I’d guess they would be harder to use at range with less raw healing-per-second than Caira’s grenades, but with the upside of constant healing zones.
The duration may be perfect, or a little too long: I don’t know.