Rock N' Roll Racer by Who_You_Expect

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Rock N' Roll Racer

By: Who_You_Expect
Last Updated: Oct 17, 2018
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Rock N' Roll Racer

Blizzard Classic

The Rock N' Roll Racer is a fast paced Ranged Assassin, fundamentally built on gaining and keeping momentum.

Currently using a generic title because I think a generic racer with alternate skins themed after all the specific racers would be the best idea. -Shrug-

Rough Level '0' Stats

Health - 1650
Health Regen - 3.44/s

Attack Damage - N/A
Attack Speed - N/A

Combat Trait

1
[D] - Speed Machine
Passive; Gotta Go Fast
R&R Racer's movement functions differently than traditional heroes; The R&R Racer doesn't start moving at 100% movement speed, instead building up at a rate of 20% per second, capping at 140%. Additionally, the R&R Racer doesn't turn instantly, instead drifting at 20° per 0.1 seconds, and will move towards 100% speed at a rate of 10% speed per second while drifting.

Movement alterations affect the R&R Racer uniquely; They do not have a duration on the R&R Racer, instead adjusting the R&R Racer's current speed up or down by the amount. Slows do not lower his speed cap temporarily, and movement increases will adjust towards 140% at 15% per second from over the cap. Dazes cause an additional 50% slow in addition to any slows present on the ability, and hard CC resets movement speed. Hitting a wall reduces movement speed proportional to how you hit it; Full on is 100%, reduced by up to 90% when hitting it while roughly sideways. Hitting a hero reduces movement speed the same as above, but only reduces it by half the amount. Hitting an enemy hero in this way knocks them back by 0.1 units per 10% speed you were moving at the time. There is an internal 0.15 second cooldown before hitting a wall reduces speed again.

The R&R Racer will not stop moving in the direction they were moving during their last movement command, and must instead have the Hold Position or Stop commands used to stop them. They lose 70% movement speed per second as they slam on the brakes when doing so.

The R&R Racer's abilities deal bonus damage scaling on current movement speed, both Negative and Positive. (140% speed = 40% bonus damage, 60% speed = 40% less damage)

The R&R Racer does not have a basic attack, and does not utilize a resource.

Primary Abilities

1
[Q] - VK Plasma Rifles
Active; Spam to Win!
R&R Racer fires a pair of Plasma Bolts at their current facing from the front two corners of their model. Each bolt deals 70 damage on impact.

Shot Radius - 0.4
Range - 7.5. Shots travel this distance over ~1.25 seconds.
Charges - 4
Cooldown - 4 seconds for the first, +2 added for every additional charge fired. Charges return at the same time.
Cooldown(between casts) - 0.4 seconds.

(Icon by The_Silent on Hive Workshop.)
2
[W] - Bear Claw Mines
Active; Cool Guys Don't Look At Explosions
R&R Racer drops a Bear Claw Mine directly behind them, which arms over 0.5 seconds, becoming invisible. Bear Claw Mines detonate when enemy heroes walk over them, dealing 220 damage in an area. Bear Claw Mines deal adjusted damage based on the speed R&R Racer was traveling at the time of placement, not their current speed. Mines have 2 health and take 1 damage from all sources. Mines are susceptible to AoE damage.

Mine Radius - 1.75
Explosion Radius - 2.75
Charges - 2
Cooldown - 10 seconds for the first, +5 added for every additional charge used. Charges return at the same time.
Cooldown(between casts) - 1.5 seconds.

(Icon by communist_orc on Hive Workshop.)
3
[E] - Sweeping Drift
Active; Initial D Engage
R&R Racer amps up their speed, quickly accelerating by 30%(and temporarily raising their cap for the duration of this ability), drifting in a wide arc at their current speed, ignoring the drifting penalty, the direction of which is determined with a vector target(Left or Right). Enemies hit by this drift take 150 damage and are stunned for 0.5 seconds. The R&R Racer's facing is adjusted by ~75° to the opposite direction of the drift.

Range - 3.5.
Cooldown - 12 seconds.

Arc(Warning: Awful Paint Rendition)



(Roughly the arc I imagine, going ~120° overall, not the ~180° displayed because I suck with Paint.)

(Icon by The_Silent on Hive Workshop.)

Secondary Abilities

1
[1] - [13] - Jump
Level 13 Talent; Active; Actually Locust Jump Jets
The R&R Racer engages their Locust Jump Jets, boosting forwards and upwards at 30% increased speed for 3.5 units. This dash is not targeted. This dash can cross over terrain.

Cooldown - 30 seconds.

(Icon by Coinblin on Hive Workshop.)

Heroic Abilities

1
[R] - Rogue Missiles
Active; Finally, a no skill button!
R&R Racer locks a missile onto target enemy hero over 0.5 seconds before firing it. The missile travels at the hero at 120% speed, turning according to the above rules for the Racer but at triple the base speed, and automatically detonates harmlessly if it hits nothing over 8 seconds. The Missile impacts the first enemy hero or structure hit for 230 damage, adjusted by the Racer's speed at the time of firing.

Targeting Range - 6.5
Charges - 2
Cooldown - 40 seconds for the first, +20 added for every additional charge used. Charges return at the same time.
Cooldown(between casts - 5 seconds.

(Icon by 4eNNightmare on Hive Workshop.)
2
[R] - K.O. Scatterpacks
Active; Somewhat more skillful
R&R Racer tosses a cluster bomb at target location in range. On impact, it detonates for 150 damage in a medium area, adjusted at the time of throwing, and launches 6 mini-bombs in a hexagonal formation. Mini-bombs detonate at the end of their range or on contact with an enemy hero, dealing 50 damage in a small area, adjusted by the percentage the base Scatterpack used.

Cast Range - 5.5
Mini-Bomb Range - 2.5
Scatterpack AoE - 2.5
Mini-Bomb AoE - 1.5
Cooldown - 30 seconds.

(Icon by PeeKay on Hive Workshop.)

Special Mount

1
[Z] - Lightning Nitro
Active; Imagine the engine icon as on fire.
R&R Racer hits the Nitrous, increasing the rate at which they gain speed to 60% per second, their maximum speed to 160%, their drift speed to 40°/0.1 seconds, and their drift speed adjustment to 5% per second when going down and 45% when going up. These effects last for 5 seconds.

Cooldown - 30 seconds.

(Icon by The_Silent on Hive Workshop.)

Talents

Level 1|Tier 1
Danger Zone - Increase your speed potential, but take damage on every crash.
Increase the acceleration rate of Speed Machine to 40%, the movement speed cap to 200%, the Drifting Rate to 30

Skins

Currently In Progress!

Changelog

10/13/2018
Original Upload.

(Much Later)
Adjusted Tier 2 talents; Previously:
"Gimme Back My Bullets - VK Plasma Rifles grant movement speed.
Dealing damage to enemy heroes with VK Plasma Rifles grants the R&R Racer 5% increased movement speed, and raises the movement speed cap by the same amount, up to 20%, for 3 seconds.

Renegade - Bear Claw Mines steal movement speed.
Bear Claw Mines slow enemies hit by 15% for 2 seconds, granting this amount as a movement speed and movement speed cap bonus to the R&R Racer for that time.

Gas Gas Gas - Sweeping Drift grants bonus speed for longer.
The movement speed cap bonus gained from casting Sweeping Drift stays for an additional 3 seconds."

And also adjusted Eruption on Tier 3:
"Eruption - Bear Claw Mines unleash a growing inferno.
Bear Claw Mines send out a fire wave, emerging from the last 0.5 units of their explosion radius. This fire wave travels 2 units over 0.75 seconds, dealing 120 damage to all enemies hit."
The new versions are present above.

10/17/2018
Added this explanation under the R&R Racer's Trait:
"Hitting a hero reduces movement speed the same as above, but only reduces it by half the amount. Hitting an enemy hero in this way knocks them back by 0.1 units per 10% speed you were moving at the time. There is an internal 0.15 second cooldown before hitting a wall reduces speed again."
Fixed a typo under Gas Gas Gas, where it said "Bonus" instead of "Damage".

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2
[-]
Nortin (2) | October 13, 2018 11:21pm
I quite like this concept, I think it strikes a good balance between a gimmicks and normal gameplay that would work in the game. I've seen some other concepts for Rock n' Roll Racers, and they usually feel like they go too far into the driving/racing gimmick to be reasonably playable, but like I said this one loos like it has a good balance.

Since I don't think you mentioned it, how would collisions with enemy heroes work? You specify for walls, but body blocking is generally a thing so I'm not sure if running into an enemy hero would count as a wall, try to path you around it, or if you can just move right through them. Other than that, I don't have much to add - the abilities are mostly simple and match the more difficult movement system well, and the talents are diverse and interesting.

Final note, I like all the music references in the talents. The rock and classic metal names fit well with the hero, and we can't have a car based hero without eurobeat references (was actually listening to Night of Fire at the same time I looked at this concept, so I guess I was in the right mindset :P). All in all, very good concept!
1
[-]
Who_You_Expect (2) | October 14, 2018 2:34pm
Huh.. I did miss the hero collision interaction. Probably the same as walls, but not quite as harsh, as its bound to happen more often. Probably at ~60-75% effect compared to the same kind of collision with a wall. I'll think about a bit more and get to updating the trait, and fixing a couple of typos I've seen; Thanks for pointing that out, and for the kind words! (^_^)
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