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Genre: MMO Shooter

Platform: PC

Release Date: April 2017 (version 1.7)

Role: Designer

Firefall is an Open World MMO Shooter featuring 15 classes (Battleframes) and a unique movement mechanic: Jumpjets. Jumpjets allow players to move with vertical thrust for a short time and is a key combat mechanic for avoiding damage and positioning for attacks.

Each class interacts with Jumpjets differently, such as the Assault class, which uses jumpjets to move quickly around the battlefield and fire down upon enemies with their Plasma Cannon AoE weapons. In contrast, Recon classes use jumpjets to position themselves at ideal distances and angles to use their long distance weaponry.

These Battleframe specializations become even more important when combined in Firefall�s 5-player squads and 20-player raid platoons. Here, each Battleframe must provide their strengths while compensating for other another�s weakness. For example, an Engineer can provide a resupply station for ammunition hungry Dreadnaughts and Biotechs can heal Assaults fighting on the front lines.

As a Firefall Designer, my primary duties were to the Combat Team. I was tasked with creating/maintaining enemy units, Battleframe weapons and abilities, and generally improving the presentation of combat.

Creatures

Enemy creatures in Firefall come in a variety of shapes and sizes from humanoid soldiers to terrifying monsters. Each creature has attacks, abilities, or features which cause the player to behave differently. A response to a particular creature changes from Battleframe to Battleframe with some creatures being particularly strong or weak to each.

Creatures typically belong to a Family, or group of units that are linked by a common narrative theme. The primary Family is the Chosen and contains more than 15 unique units (not including Elite or Boss units). The Chosen are easily the most diverse and have a unit for almost any sort of scenario.


Chosen Fiend

The Chosen Fiend is the most basic form of infantry unit and is the most common in Chosen themed battles. Their primary weapon is a rifle which fires a slow moving projectile in short bursts. These projectiles are easily tracked by players and can be avoided by moving or jumpjetting.

When multiple Fiends are present, they can create a Bullet-Hell effect in which players are dodging multiple projectiles as they move around the environment.

Their large numbers and low hitpoints make them excellent targets for AoE explosions or low accuracy Heavy Machine Guns. Precision Rifles often wasted their single target/high damage rounds on these units and prefer to find more meaty targets.


Chosen Devestator

The Chosen Devastator is a heavy unit armed with a large mortar cannon. These units are distinguished by their large size as well as the unique sound signature of there payload.


When a Devastator fires a round, the projectile lands and begins a short countdown while emitting a high pitched tone and projecting a circular indicator. After the countdown timer has elapsed, the projectile detonates creating a AoE of high damage and knocking enemy targets away. Their weapon has a slow rate of fire but once on the battlefield, their attacks become a regular threat which should not be ignored.


Devastators are particularly effective against stationary targets such as Engineers and Recon snipers. Their slow rate of fire allows classes to return fire safely between volleys. However, since Devastators have high hit points, players should save these targets for last to


Meldling Vorrax

The Melding Vorrax is a unique creature from the Melding Family which is characterized by hideous creatures, bizarre abilities, and dealing the Melding damage type. The Vorrax is a swift moving creature that can keep up with players as they jumpjet around. If it can get close, the Vorrax will swipe at players with its long claws. In addition to its melee attack, the Vorrax has 2 abilities:


Melding Barrage: The Vorrax will lower itself onto all fours and fire multiple projectiles in a stream at its targets. This attack keeps players moving or requires that they block the attack with a shielding ability.


Tether Pull: The Vorrax will target a player and pull them forward. When a player is pulled, the Vorrax will always deal damage with their melee attack unless the player moves immediately. The best way to avoid damage is to use a quick movement ability such as Charge or Afterburner.


The Vorrax is a strong counter against Assault Battleframes who want to maintain their mobility and are easily pulled out of position. Weaker classes such as Recons need to be on guard as a Vorrax can quickly close distance and strike. Tanky Dreadnaught classes are best against the Vorrax as they can soak up their damage and are in optimal position when distances are low.


Chosen Juggernaut

The Chosen Juggernaut is a special unit that appears as a mini-boss or challenge enemy at the end of an encounter. They are completely invulnerable except for weak points on the breastplates and shoulder. These weak points must be destroyed to expose the upper chest and head to regular damage.


The Juggernaut is slow moving and is armed with a giant laser cannon. This cannon fires a sustained beam over several seconds and deals very high damage. In addition, if players get within melee distance, the Juggernaut will pound the ground and unleash an AoE that deals heavy damage and knocks back players.


The Juggernaut requires that players take cover or shield themselves against the laser cannon. Between firing cycles, the Juggernaut is vulnerable to return fire. The weak points are a favorite target of Recon classes who can deal burst damage and quickly knock down the armor.

Dreadnaught Battleframe

Battleframes in Firefall are divided into Tier 1 and Tier 2. A player uses a Tier 1 battleframe until they reach level 20 at which time they upgrade to a Tier 2 battleframe by choosing an upgrade path. A T2 battleframe has access to all the Weapons and Abilities of Tier 1, but also has a unique set of abilities that is not shared with the other T2 branch.


The Dreadnaught Battleframes are tanky, low mobility classes that are armed with high capacity, high rate of fire, but low range weapons. Position is key to playing a Dreadnaught and their weapons and abilities reward being in the right place at the right time.

Dreadnaught Upgrade Path:


Accord Dreadnaught:

The Astrek Rhino is a Tier 2 battleframe that has access to all the weapons and abilities of the Accord Dreadnaught.


The Rhino is a close range combatant whose primary goal is to get in close to enemies and deal large amounts of damage. It can also be used as an off-tank by taking Heavy Armor and resistance perks. Most Rhinos will keep Charge no matter which role they prefer as it allows the Rhino to close distance on targets and use their short range weapons.

Primary Weapon: Heavy Machine Gun

The Heavy Machine Gun (HMG) is a high capacity, high rate of fire, low accuracy weapon that requires a short spin up duration before firing. The weapon has significant spread which lowers the effective range and causes the damage to form a conical shape. The HMG is great against enemies that are clumped but not surrounding the Dreadnaught.

Ability 1: Charge

When activated, Charge propells the Dreadnaught forward and deals damage in an AoE at the end of the movement. This ability is crucial for getting in close to enemies and dealing damage with the HMG at ideal range. The ability only moves horizontally and has limited range which prevents the Dreadnaught from having excessive mobility.

Ability 2: Turret Mode

When activated, Turret Mode causes the Dreadnaught to lock into position and increases their weapon attack speed and accuracy. This ability is used to commit to a position control a space.

Ability 3: Heavy Armor

When activated, Heavy Armor increases the Dreadnaught's resistance to damage and provides a small forward shield. This ability is used to tank damage and provide protection for allies and defensible objectives.

Ultimate Ability HKM: Absorption Bomb

When activated, Absorption Bomb locks the Dreadnaught in place and prevents and other weapon or ability use. The Dreadnaught charges power and unleashes it in a Pointblank AoE that deals damage to enemies based on the amount of damage they took while charging. This ability is best used against large groups of enemies and provides a great thrill as players charge into the midst of enemies and activate their bomb. The ability has a high amount of risk/reward as it requires players to move into a vulnerable position in hopes they will be able to deal additional damage.


Astrek Rhino:

The Accord Dreadnaught is the Tier 1 introduction to the Dreadnaught classes. It is a high hitpoint class with abilities to improve their resistance and gain ideal positioning to use their primary weapon.


The Accord Dreadnaught is designed to introduce players to the basics of Dreadnaught play and provide a foundation for the specialization to come in the Tier 2 Battleframes.

Primary Weapon: Photon Lance

The Photon Lance fires a narrow, short range beam that deals high damage. The damage is increased the longer the weapon is fired. This weapon is ideal for close combat and is great for assassinating single targets.

Ability 1: Penetrating Rounds

When activated, Penetrating Rounds causes the Rhino's weapon to penetrate enemies and forward shields. While active, the Rhino also does not consume ammunition. This ability is used against groups of enemies but requires the Rhino to move into a position which lines targets up for the Photon Lance. Penetrating Rounds also works with the Heavy Machine Gun which can provide an alternate build for a Rhino.

Ability 2: Sundering Blast

When activated, Sundering Blast unleashes a point-blank AoE blast that damage enemies and slows their movement. This ability is best used as the second part of a one-two strike starting with Charge. It is also great as a general AoE attack when surrounded.

Ultimate Ability HKM: Mighty Charge

When activated, Heavy Armor increases the Dreadnaught's resistance to damage and provides a small forward shield. This ability is used to tank damage and provide protection for allies and defensible objectives.

Ultimate Ability HKM: Absorption Bomb

When activated, Mighty Charge propels the Rhino forward a greater distance than ordinary Charge. The Rhino also deals heavy damage while moving and knocks back enemies. This ability requires the Rhino line up groups of enemies to maximize the effectiveness of the ability. It can also be used to enter a fight and possibly end it before it begins if the enemies are weak.


Omnidyne-M Mammoth:

The Omnidyne-M Mammoth is a Tier 2 battleframe that has access to all the weapons and abilities of the Accord Dreadnaught.


The Mammoth is a main tank whose role is to defend their allies. It’s abilities are designed to take advantage of the Mammoth’s position to protect through shielding or disrupting enemies.

Primary Weapon: Rotary Blaster


The Rotary Blaster is a high capacity weapon that fires projectiles at a slower rate than the HMG but with greater accuracy. The projectiles move slower but explode on impact dealing damage in an area. This weapon holds aggro on the Mammoth by reliably dealing damage to multiple targets.


Ability 1: Thunderdome


When activated, Thunderdome projects a spherical shield around the Mammoth. This shield moves with the Mammoth and blocks incoming weapons fire. This ability is intended to allow the Mammoth to guard multiple allies and requires that the Mammoth position themselves around their teammates or between them and enemies.


Ability 2: Gravity Pull


When activated, Gravity Pull causes targets infront the Mammoth to be pulled forward while taking damage. This ability is ideal for controlling enemies, especially charging melee enemies. Gravity Pull can also be used to pull enemies over ledges or into disadventageous positions, such as back into teammates AoEs.


Ultimate Ability HKM: Dreadfield


When activated, the Mammoth creates an AoE around itself that reduces the damage output of enemies and deals damage. This ability is ideal for managing large groups of enemies whose combined damage may be overwhelming. It can also be used to reduce the damage of very dangerous enemies such as the Juggernaut.

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