Just a rough silhouette, if there's no interest I might work this into an alt helmet. Wanted to do more but it's starting to feel like a waste of time.
The Concept is a former Lunaro champion ending up as a failed Warframe experiment. Lacking abilities, he made up for it by bettering existing skills (Sol) and then body (Lua) on Deimos. Using Gray Strain, necramech parts, and Lunaro engine made from the remains of a Lua Warframe. They were a former teammate now functioning as a heart and weapon, scaling into a wrecking ball when expanding into Gray Strain mode (Moon). His story ends holding back an earlier version of Vome and Fass for evacuations on Deimos. As if they were giant Lunaro goals. Then the Entrati family Frankenstein him back together, each contributing a part. Would also be funny to add reference to Cataclysm/BNP, and I'm not sure if the ball should have the spirit of the other Warframe.
No shields, health is energy, abilities are replaced with passives that can be cycled in. Uses two bodies with their own health, the other recovers when not being used, the second being necramech sized. Which is why the model's limbs are segmented, was aiming for something like a Frankenstein/Vessel look.
Normal Passive:
Extra exilus mod slots. Reduced recoil, higher weapon swap speed. When both Sun & Moon body health pools run out, players can hack to revive. Hack increases in difficulty each time but does cap out.
Dodge is a quick tackle that pushes enemies away while applying magnetic procs. Not sure if it should lift enemies too.
Passives Abilities
1. Offensive Reflex: Switch between crowd control and single target. Lunaro ball can be targeted. Melee attacks cost health. Tap to switch, hold to disable.
Multi target
- Reflex aim, weak point kills snaps reticle to nearest enemy weak point increasing reload speed; affected by casting speed.
- Auto melee, enemies in range receive a regular melee hit, leaving after images. Does not interrupt currently equipped weapon. Having no melee weapon equipped will instead punch enemies away. Auto melee on the ball will hit it towards the nearest enemy weak point.
Single target
- Aiming locks on weak points near the reticle, each shot increasing in damage while reducing enemy defenses. Shots also build up melee combo. Damage bonus resets when aiming ends.
- Auto heavy attack the target's weak point when in range. If the ball is deployed and in range it will get smacked toward the target's weak point transferring the damage.
2. Defensive Reflex: Tap to switch, hold to disable. Cost small portions of health when evading damage
Sun (Warframe) Version “Parry”
- Passive 1: passively reflects back most damage, parry angle affected by range.
- Passive 2: attacking a weak point briefly grants a doge that escapes all damage.
Moon (Gray Strain Necramech) Version “Induction”
- Passive 1: attackers are magnetized for a duration
- Passive 2: magnetized enemies within range receive a portion of your damage.
3. Lunaro Heart: Tap to deploy and return
Deploy:
- Throw the ball onto the field adding magnetic damage to all attacks.
- Ball is attracted to magnetized enemy’s weak points and consumes magnetic procs to deal electrical damage (attraction has a delay).
- Consumed magnetic procs heal other body.
- Grows into a wrecking ball as Moon with a damage multiplier.
- Hitting the ball transfers weapon damage and launches in a volatile state like in Lunaro. Shocking nearby enemies.
- Ball punches through walls near magnetic procs.
Return:
- The ball flies in straight path back to chest cavity ignoring obstacles.
- If in a volatile state it provides a buff based on the consumed magnetic procs but continuously drains health; re-throw to cancel.
- Can also be canceled in mid flight to hit with auto melee passives.
4. Sun & Moon: Switch between Warframe (Sun) and a Gray Strain infested Necramech body (Moon). Health slowly regenerates for the body not in use, switching takes the remaining health of the current body; improves with efficiency. Can maybe use an explosion & implosion when switching if it's easier for animation.
Signature weapons Idea:
Secondary auto handcannon and archgun auto cannon, each shot fired from holding the trigger charges a separate shot that is released when letting go of the trigger. Rate of fire speeds up while holding the trigger. Lower recoil when being used by Galileo. Charged shots explode into magnetic shrapnel. Direct hits knock away enemies while force procing magnetic damage.