Firstly I think that the Monster Concept Creation has a humongous community while I don’t see any evidence of a large Hunter concept creation community we should start generating more excitement in this avenue, because I think that there is a lot of room for new ideas. With this in mind here is one of my support class ideas. He focuses on placing debuffs on the monster that his allies can take advantage of.
Name: Matt Utto Dryier
Average build, slightly chubby, medium beard and mustache.
Voice Detail: hire Jamie Hyneman
Genius engineer, mechanic of the Dropship, Cautious, Calculating. Always tries to find the most practical, realistic solution, the ends always justifies the means, even if there must be sacrifices. Often the voice of practicality in the group, is sometimes viewed as pessimistic, but he considers himself a realist. Is sometimes at odds with Sunny, and can, albeit very rarely, bring out her bad side, as she sometimes refers to him as the “night to her day.” Where as other times they might agree that something has worked out. He seems to have a mutual understanding with Bucket that most humans are abysmally inefficient. Always impatient, very peculiar about time, and will argue with teammate who can’t keep, up or are late to a fight. What particularly annoys him is when the Monster wastes his time by hiding, as he believes “It can run, but once I’ve got my Flare in it, it can’t hide.”
But in he end he will always consider that the Monster’s head is worth it to sacrifice some time.
Steampunk and futuristic(as in evolve type) mixed style clothing and armaments. Slimmer Support shin and thigh mechanical guards-support to allow for more free movement. Carries a pocket watch on a chain, that he checks often when not in combat. Infrared googles around neck.
Type Name: Mercury Rifle - DMR
Primary Weapon: Damage
Ammunition: Mercury slugs, super heated mercury slug
Firing Rate/Style: semi-auto small shots, and charged larger single shots
Accuracy: accurate shots-little recoil, less accurate charged shots-more recoil
Range: quick shots are short to medium, charged shots are medium to long
Damage: quick shots do less damage, charged shots do double
Reloading: medium-longish speed, pull out the old magazine, puts in new one, pulls the
Charged shot works on the Battery System: he gets about 3 shots before the battery depletes
Notes: Regular shots deal a regular amount of damage and decrease the monster’s Armor Regeneration by 20% for 1 minute. Charged shots will super heat the mercury slug to white hot before firing dealing extra damage. Only a charged shot can ignite the thermite. Since only one type of slug can ignite the thermite, players will have to decide if they want to add the extra damage on, or if they want the reliable hits with the after battle effect. Regular shots can reliably put a bit of damage on the monster in a short amount of time at a closer range while still hurting the monster later, while charge shots can put in a huge amount of damage added to the fact that they ignite the thermite.
Type Name: Thermite Gun - magnum revolver
Secondary Weapon: Cross Team Utility Damage
Ammunition: Paintball like thermite pellets
Firing Rate/Style: fires in 3 short burst splattering the monster with areas of thermite
Accuracy: Medium high, due to medium recoil during burst
Range: Medium distance
Reloading: Medium speed, snaps gun to side opening revolver, loads in 3 long clips with a
speed loader, snaps gun back to side closing revolver
Each clip holds 3 burst
Damage: Little on impact, builds up over time until ignition
Notes: the Thermite gun fires rounds of thermite pellets, that burst and cover the target in areas of thermite cloud. The pellets themselves do minimal damage. But the pellets potential damage stacks with each one that hits the target. These thermite clouds will cling to the monster. If hit by flame, explosion, or spark, the thermite will ignite and burn the target for an extended amount of time even after the energy source is gone. The more thermite on the target, the more damage the burn will apply, and the longer it will burn. Since it is a cloud the amount of damage available to ignition will start to drop off after a certain amount of time as the cloud dissipates. Areas of thermite fire can spread to other un-ignited clouds if they are close enough.
Type Name: Flare Gun
Utility Weapon: Special Ability - Tracking
Ammunition: Smoke Flare
Firing Rate/Style: fires 1 single projectile
Accuracy: extremely accurate, very little recoil
Range: very long, but it will begin to drop in altitude the longer it travels
Reloading: very slow reload, brake open system
Track time: 1minute and 45 seconds
Notes: This gun fires 1 projectile at a time, and has a slow reload, so while it is extremely accurate, with little recoil, the person firing it better make it count. Once lodged in the monster it will secret a wide thick, gray-white smoke trail that blocks sight, and smothers the scent of hunters that are inside. The scent blocking attribute will cling to the hunters for 20 spec after they leave the smoke. The smoke can only be seen through by the gun user who wears special infrared goggles, and they will be able to see all objects and organisms in the smoke, while everyone else’s vision will be slightly obstructed whether they are inside or outside the smoke. Can be shot into the air to give teammates an exact location of where he is, even without the the map on.
Class Ability: Cloaking Field
A opportunistic support, who takes advantage in any way he can to give his team the best edge, presents extreme disadvantages should the monster stray into his crosshairs. He builds up damage over time, steadily adding to the amount of damage that he stacked on the monster’s ticking thermite time bomb. And chipping away at the monsters advantages and resources. He is very dangerous if left to his own devices. He doesn’t really buff he team, he focus more on putting debuffs on the monster that his allies can take advantage off. The delayed ignition of the the thermite and the armor regen reduction, should really make the monster cautious about getting into a fight with him. As should getting hit by the smoke flare as it will block both the monster’s sense of sight and smell.
You don’t pack a whole lot of up front damage, let your teammates get up in the monster’s face, and call for cover fire when you go into get some thermite on the monster. Your specialty comes from long drawn out battles where you can duck in and out and lay down and stack up as much thermite as possible before igniting it. Team communication is critical to achieve a big ignition.
Leading with your thermite gun into your charged mercury shot in your bread and butter combo. Build up as much thermite as you on the target before igniting it, but you don’t have to work alone. You can allow another teammate to ignite with one of their guns, and save your own for last hits if the monster runs. Always try to save the short burst of the Mercury Rifle for when the monster tries to escape to refill their armor, so you won’t waste the reduced armor regeneration time.
Besides being shot a the monster, the thermite pellets explode with whatever they make contact with, including the ground which means you can set up traps for the monster to walk into, or make areas of denial by creating a wall of thermite cloud, and igniting it.
Always absolutely save the Flare Gun for last. It has the longest range out of any of your abilities so don’t worry about not being close enough when the monster runs. The only other time you should use the Flare Gun is if you have found the monster and your entire team is not there at the beginning of the fight, to help them find you faster. The Flare Gun has a long reload time so don’t waste it. When you use Flare Gun on a monster and are on its trail, get the whole team to get in the smoke. Team communication is key while you are in the smoke because unless your trapper has a way of seeing or tracking the monster already deployed, only you will be to see clearly.
Use the cloaking field right when the smoke flare tracker is about to go off, because you will likely be right on the monster’s tail. The monster has had no choice but to run thinking that it has been followed when the smoke dissipates, it will be looking behind it. But since you have cloaked your team the monster will think that it has given you the slip. This is your chance to starting laying down as much thermite as possible while it’s guard is down. Also use the cloak near the time when you want to ignite the thermite, so you can sneak in and out.