New Theme: An Electrolyzed Metallic Sulfide Dust Cloud Discharged by Compressed Air
What is the Impact Hammer?
Originally used as a miner's tunneling tool, the Impact Hammer is a pneumatic crushing device that now pulverizes opponents as effectively as it once shattered rock.
Now that we have something to look at with the impact hammer's current alt-fire projectile shield, I thought I'd update my original concept to better fit the design of the projectile shield as I find it could have better and more skillful applications as well as better fitting the Unreal DNA. I feel the impact hammers alt-fire should have skill based defensive, counter and team properties and I'll explain below on some additional ideas. These are all concepts and I will take feed back on anything that needs changing to fit a better balance to game play. The push distance wave or cone projection speed and spread of the compressed air discharge would need to be sized and balanced. (Think about a car air bag going off out of your impact hammer without the bag)
Original Air Burst Concept: https://forums.unrealtournament.com/...Fire-Air-Burst

The Changes and Additions of the Updated Concept:
When Pressed:
Release highly compressed air from the impact hammer leaving behind an electrolyzed metallic sulfide dust cloud for a duration until it disperses.
The Air:
Used for deflecting and destroying projectiles when timed accordingly. Also can be used for pushing objects.
The Cloud:
Used for some defense against hitscan weapons by positioning, also great in tight corridors.

Projectile Destruction and Deflection
Rocket Launcher:
Primary (Single Rocket): Destroy a rocket when timed accordingly.
Secondary (Spread Rockets): Destroy rockets when timed accordingly.
Secondary (Spiral Rockets): Destroy and dampen some damage taken.
Secondary (Grenades): Push away grenades lobbed or bouncing at you.
Flak Cannon:
Primary (Shrapnel): Push shrapnel away from you when timed accordingly.
Secondary (Shell): Destroy and Deflect Shrapnel pieces from the Flak Shell.
Shock Rifle:
Primary (Shock Beam): Dampen some damage taken going through the cloud when timed accordingly.
Secondary (Shock Core): Push and Deflect a Shock Core away from you.
Combination (Shock Combo): Dampen some damage taken when facing a Shock Combo.
Bio Rifle:
Primary (Small Globs): Destroy small globs when timed accordingly.
Secondary (Big Glob): Push and Deflect larger globs into small globs away from you.
Link Gun:
Primary (Plasma Projectiles): Deflect or Destroy Plasma when timed accordingly and/or reduce damage taken going through the cloud.
Secondary (Plasma Beam): Dampen the damage going through the cloud and/or disrupt lockdown connection effect with the push until secondary is refired again by attacker.
Mini Gun:
Primary (Fast Spread of Bullets): Dampen the damage going through the cloud.
Secondary (Slow Accurate Bullets): Dampen the damage going through the cloud. (Alt-Fire may change in the future.)
Sniper Rifle:
Primary (Long Range Bullet): Dampen the projectile damage going through the cloud if timed accordingly.
Secondary (Zoom Scope): Not Applicable.
Lightning Gun:
Primary (Lightning Bolt?): Dampen damage going through the cloud if timed accordingly.
Secondary (Zoom Scope?): Not Applicable, unless changes.
Enforcer:
Primary (Bullet): No Protection.
Secondary (Burst): No Protection.
Impact Hammer:
Primary (Melee Piston): No Protection. (Maybe push away or knockdown if close enough)
Secondary (Compressed Air): No Effect. (Maybe push each other away or knock each other down if used at the same time)
Translocator:
Primary (Translocation Disk): Destroy or Push away an enemy translocator disk trying to telefrag.
Secondary (Activate Translocation Disk): Not Applicable.
Other Applications
Fall Damage:
When falling from a high point, when timed and aimed accordingly dampen some of the falling damage you take when landing and/or counter/slow falling velocity lessening the damage you take.
Knock Down: (Debatable, would be useful for stealing a weapon)
If close enough (in your face) push and enemy off their feet causing them to drop their current weapon and damage power-up/jump boots etc. (Unless Carrying: Enforcer, Impact Hammer or Translocator.)
Knock Back: (Debatable, useful for a slight range defense against Impact Hammer primary)
Knock a player back a short distance or pause/slow their movement momentum briefly if not close enough for Knock Down.
Team Boosting:
Crouch and let a team mate jump over you pushing them upward some distance while they are in the air.
Light Weight Vehicles:
Manta: Push a manta off course from you.
Scorpion: Push and roll over a scorpion. (Maybe knocking the driver out of the vehicle.)
Self Propulsion:
While in my original concept using the alt-fire would give you a small propulsive boost if you were in already in the air by means of jumping, impact jumping and used to counter falling velocity. I feel this could still be balanced in and not break levels no more and less than the hammer jumping does, as it was a weaker boost only usable in air. The GIF animation I made for it was a bit exaggerated.

Demonstration of deflecting in an old game with Force Push: Jedi Knight 2: Jedi Outcast v1.02
What is the Impact Hammer?
Originally used as a miner's tunneling tool, the Impact Hammer is a pneumatic crushing device that now pulverizes opponents as effectively as it once shattered rock.
Now that we have something to look at with the impact hammer's current alt-fire projectile shield, I thought I'd update my original concept to better fit the design of the projectile shield as I find it could have better and more skillful applications as well as better fitting the Unreal DNA. I feel the impact hammers alt-fire should have skill based defensive, counter and team properties and I'll explain below on some additional ideas. These are all concepts and I will take feed back on anything that needs changing to fit a better balance to game play. The push distance wave or cone projection speed and spread of the compressed air discharge would need to be sized and balanced. (Think about a car air bag going off out of your impact hammer without the bag)
Original Air Burst Concept: https://forums.unrealtournament.com/...Fire-Air-Burst

The Changes and Additions of the Updated Concept:
When Pressed:
Release highly compressed air from the impact hammer leaving behind an electrolyzed metallic sulfide dust cloud for a duration until it disperses.
The Air:
Used for deflecting and destroying projectiles when timed accordingly. Also can be used for pushing objects.
The Cloud:
Used for some defense against hitscan weapons by positioning, also great in tight corridors.

Projectile Destruction and Deflection
Rocket Launcher:
Primary (Single Rocket): Destroy a rocket when timed accordingly.
Secondary (Spread Rockets): Destroy rockets when timed accordingly.
Secondary (Spiral Rockets): Destroy and dampen some damage taken.
Secondary (Grenades): Push away grenades lobbed or bouncing at you.
Flak Cannon:
Primary (Shrapnel): Push shrapnel away from you when timed accordingly.
Secondary (Shell): Destroy and Deflect Shrapnel pieces from the Flak Shell.
Shock Rifle:
Primary (Shock Beam): Dampen some damage taken going through the cloud when timed accordingly.
Secondary (Shock Core): Push and Deflect a Shock Core away from you.
Combination (Shock Combo): Dampen some damage taken when facing a Shock Combo.
Bio Rifle:
Primary (Small Globs): Destroy small globs when timed accordingly.
Secondary (Big Glob): Push and Deflect larger globs into small globs away from you.
Link Gun:
Primary (Plasma Projectiles): Deflect or Destroy Plasma when timed accordingly and/or reduce damage taken going through the cloud.
Secondary (Plasma Beam): Dampen the damage going through the cloud and/or disrupt lockdown connection effect with the push until secondary is refired again by attacker.
Mini Gun:
Primary (Fast Spread of Bullets): Dampen the damage going through the cloud.
Secondary (Slow Accurate Bullets): Dampen the damage going through the cloud. (Alt-Fire may change in the future.)
Sniper Rifle:
Primary (Long Range Bullet): Dampen the projectile damage going through the cloud if timed accordingly.
Secondary (Zoom Scope): Not Applicable.
Lightning Gun:
Primary (Lightning Bolt?): Dampen damage going through the cloud if timed accordingly.
Secondary (Zoom Scope?): Not Applicable, unless changes.
Enforcer:
Primary (Bullet): No Protection.
Secondary (Burst): No Protection.
Impact Hammer:
Primary (Melee Piston): No Protection. (Maybe push away or knockdown if close enough)
Secondary (Compressed Air): No Effect. (Maybe push each other away or knock each other down if used at the same time)
Translocator:
Primary (Translocation Disk): Destroy or Push away an enemy translocator disk trying to telefrag.
Secondary (Activate Translocation Disk): Not Applicable.
Other Applications
Fall Damage:
When falling from a high point, when timed and aimed accordingly dampen some of the falling damage you take when landing and/or counter/slow falling velocity lessening the damage you take.
Knock Down: (Debatable, would be useful for stealing a weapon)
If close enough (in your face) push and enemy off their feet causing them to drop their current weapon and damage power-up/jump boots etc. (Unless Carrying: Enforcer, Impact Hammer or Translocator.)
Knock Back: (Debatable, useful for a slight range defense against Impact Hammer primary)
Knock a player back a short distance or pause/slow their movement momentum briefly if not close enough for Knock Down.
Team Boosting:
Crouch and let a team mate jump over you pushing them upward some distance while they are in the air.
Light Weight Vehicles:
Manta: Push a manta off course from you.
Scorpion: Push and roll over a scorpion. (Maybe knocking the driver out of the vehicle.)
Self Propulsion:
While in my original concept using the alt-fire would give you a small propulsive boost if you were in already in the air by means of jumping, impact jumping and used to counter falling velocity. I feel this could still be balanced in and not break levels no more and less than the hammer jumping does, as it was a weaker boost only usable in air. The GIF animation I made for it was a bit exaggerated.

Demonstration of deflecting in an old game with Force Push: Jedi Knight 2: Jedi Outcast v1.02
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