Saturn

Saturn as a class has more history in his development than any other class in the mod. Even prior to his initial release in the CCBM 2.0 update, Saturn's design was very difficult to create and resulted in an incredibly lopsided and unfun class to both use and fight on launch. This lopsided manner would be ironed out a bit in the 2.0 Hotfix update, where his kit became more well-rounded, but Saturn still continued to lack any power against most matchups, at best being used as a counterpick to classes like Star Man and Bass, whose rapid shots would allow Saturn to accumulate ammo for his Black Hole Ring quickly. While Saturn was being disregarded as more and more of a joke class, a certain player by the name of PulseOne would discover a bug that allowed Saturn to use his Black Hole Vortex indefinitely, essentially negating any and all damage that came into the class's way. This exploit was publicly found, and abused thereafter, during the EXP vs. AA CBL Season 4 match. After the game (and the rematch), the bug was promptly fixed but its impact on Saturn's opinion was hard to deny. Being thrusted into the public eye after being disregarded made his counterpicky, and poorly designed nature apparent. Many different changes and reworks to Saturn were proposed, many of which never going anywhere prior to Gondola's formation.

As Gondola was being formed, a couple Saturn mains (including yours truly) got together and discussed potential changes and agreed on a final version of Saturn that'd come in Version1.3 of what was then a test patch for CCBM version 2.1. This version of Saturn was incredibly broken, both balance-wise and bug-wise. The infinite suction glitch had managed to make its way back into the class as he possessed very brainless area denial tools and damage to prevent anyone from getting close to him in battle. The class proceeded to receive several nerfs for several patches, with nearly every other version making one aspect of the design more and more well-rounded until Gondola version 2.4, where the class finally was changed to the point of being relatively balanced. Ever since, Saturn has been a very useful asset in most team comps, being ran with both offensive and defensive team comps to relative success. With all that Saturn and his mains have gone through, the moral of his development history is that if you dont suck-cede, try, try again.

Overview
Saturn boasts very tanky base stats, having 135 health on spawn but only 0.65 speed, which is significantly slower than average for a class that boasts no mobility options.

Main-1
White Hole Ring. Both of Saturn's mainfire rings are both fairly weak ripper boomerangs that bounce on walls and travel for a small duration before returning. You can increase the distance that the rings travel before returning via holding the mainfire button, which depletes your AMMO2.

Main-2
Black Hole Ring. The White Hole Ring portion covered most of the basics of this projectile, but this projectile is unique in that it requires 7/28 of Saturn's AMMO1 to use, and that it creates a large area around the ring that sucks up projectiles (directly into Saturn's ammo/armor pool) for a few seconds before returning just like the White Hole Ring.

Alt
Black Hole Vortex. As the name would suggest, the Black Hole Vortex pulls out a black hole that pulls projectiles into its vortex in a cone in front of the user. This move has a special ammo bar for its duration, and can not be used if the special ammo bar is under 50%. Sucking up projectiles with the Black Hole Vortex negates any and all damage the projectile would normally do and grants the user ammo for the Black Hole Ring and a single point of armor.

Reload
Quazar Burst. A very basic short-ranged burst of energy around the user that can knock enemies away from the user, should they get within close quarters range. Requires the AMMO2 meter to be completely full, so using this requires you to trade in your ranged game for CQC protection and vice versa.

Basic Tips & Strategy
Saturn is a very tanky class, but requires strong positioning and coordination skills to make that tankiness count. Poor positioning or cooperation with your team will, more often than not, result in all of your health and armor going down faster than you can say 'ring thing'. Nevertheless, Saturn still has tools that allow him to hold out and stay as an important factor for his team without playing like a complete and total sissy. Both of Saturn's mainfire rings are designed to allow Saturn the ability to change the tide of a battle from afar by providing either backline chip or a projectile negation field with the White and Black Hole Rings, respectively. Both rings bounce on walls, and this feature of the weapons is better used on the White Hole Ring, as it allows for decently useful corner checking when rebounding off of walls. When it comes to the Black Hole Ring, it's best used in more narrow hallways and other chokepoints, as this not only shuts down any projectiles that happen to be spammed down said choke, but gives his team a clear-cut path to engage and rush, should Saturn be ran with an offensive team comp.

The Black Hole Vortex is not something you'd use to protect your team unlike its mainfire counterpart. Rather, Black Hole Vortex is strictly used for either catching stray projectiles in case you want to gain ammo without having to spend it or armor (or both!) while a major team fight isn't happening. You really don't want to use this tool to try and engage, as the duration running out can leave an overextending Saturn naked and afraid, so strictly use this as a defensive option to build up power during the early game to abuse in the late game. Should worst come to worst, Quazar Burst is a last-resort defensive move that can be combo'd into a ring toss, but do note that using this move effectively cripples your range game until AMMO2 regens, and vice versa. If you're extending the ring for chip but notice an enemy pushing in that may force you to switch to a defensive position, do NOT use the ring's full extension, at most up to a quarter or to half of your ammo. Even if Quazar Burst is not that strong, just having it ready can prove to be useful as a get-off-me tool or a finisher.

Gondola Version 2.4 Hotfix
-Can now suck Flash Stunner and Yellow Devil eye shots

Gondola Version 2.4.1
-Updated color ACS for Saturn based on MM8BDM V6A colors

-Removed all ACS delays

-Quazar Blast no longer uses Proto Buster HUD

-All skinsounds ported from vanilla

-Rings now use full rotations

--Removed FX on White Hole Ring

-Can now suck up Yellow Devil shots

-Can no longer suck up Acid Man's gas

Gondola Version 2.4
-Speed 0.7/0.68 > 0.65/0.63

-JumpZ 10 > 12

-Fixed bogus miscolored sucking frame

--Red parts teamcolored

-Black Hole Ring has different teamcolors from White Hole Ring

--White/Black Hole Ring damage on direct 12 > 15

--Proceeding ripper damage 2 > 3

-Black Hole Vortex suction now only applies to a 20 degree cone in front of the user

--Suction range 400 > 600

--Suck pickup is always the same regardless of how much pickup ammo you have

--Suck pickup ammo drain 16 > 10

-Can now no longer suck up the following

--Placed Guts Rocks

--Stuck Crash Bombs

--Boobeam Traps

--Plantman Poison

--Planted Pirate Mines

--Concrete Blocks

-Saturn gains FX indicator around user while they have armor

-Quazar Burst now has 8 tics of delay before damaging

--FX now warp to the user

Gondola Version 2.3
-Quint Buster and Sakugarne rocks can now be sucked up by Saturn

Gondola Version 2.0
-Altfire ammo regen 6 > 4

--Altfire suction ammo depletion 2 > 4

--Altfire ammo lost on suction 14 > 16

--Can not suck up pinpoint/spawner objects (Aqua Hose, MWS Geyser)

Gondola Version 1.9
-Sucking up projectiles takes away from altfire ammo

--Ammo consumption during altfire 8 > 2

Gondola Version 1.7
-No longer gain suck ammo on successful suck, prevents infinite suck

--Armor gain per sucked shot 2 > 1

Gondola Version 1.6 Hotfix
-Black/White Hole Rings base damage 10 > 12

-Black Hole Vortex now requires 50% ammo to use

--Black Hole Vortex ammo cost 5 > 7

--WhiteHoleAmmo and SaturnHoldAmmo gain 4 > 6

--Quazar Burst ammo cost 33% > 100%

Gondola Version 1.6
-Awesome new hud recolor for Black Hole Rings

-Base White Hole Ring damage 15 > 10

-Damage buff on altfire removed

-Quazar Burst thrust 35 > 45

--Quazar Burst radius 200 > 216

--Quazar Burst maxradius 16 > 64

Gondola Version 1.5
-White Hole Ring/Black Hole Ring Infinite suction glitch fixed

-New SFX for Quazar Burst, courtesy of HeelNavi

--Slightly revised FX for Quazar Burst

Gondola Version 1.3 Hotfix
-Reload startup time reduced

-White Hole Ring base damage 10 > 15

-Added a certain callback to a certain event.

Gondola Version 1.3
-HP 115 > 125

-New firing sprites by Pegg, NightFly and DeliriousPersona

-Mainfire and Reload now separate weps, reload has new function

--Both mainfires can be held for extra distance, consumes new secondary ammo bar

--White Hole Ring base damage 15 > 10

--Black Hole Ring suction has less duration

-Altfire ammo regeneration and usage on altfire increased

--Ammo usage slightly slows down upon sucking up projectiles

--Suction radius is in a cone in front of the user as opposed to a sphere around the user

--No longer moves players, does more damage to compensate

--Sucking up projectiles grants ammo save

-Reload is small close-range AoE Black Hole that knocks away enemies, consumes secondary ammo bar

Trivia
- The name 'White Hole Ring' is a leftover from when Saturn was initially released, as the move used to reflect projectiles that it touched. Now that it doesn't blast away projectiles, the only purpose the name serves is to serve as the 'opposite' of the Black Hole Ring.
 * Black Hole Ring reflecting projectiles before activating is another leftover from when White Hole Ring had this property, and was also set for removal despite never actually being removed.

- 'Quazar' Burst is spelled incorrectly, as 'Quasar' is spelled with an S. The Z comes from the term 'Blazar', a more volatile quasar.

- Quazar Burst is labeled Accretion Burst in the code, as the move was originally set to be a spread of projectiles that knock away enemies, which was set to be a reference to a similar attack in Mega Man V.
 * The HUD for this move was the Proto Buster midcharge HUD up until Version 2.4.1 for this reason.

- The soundclip that plays when he dies is from Mobius' infamous post-game rant after the EXP vs. AA CBL match.