Turbo Man

A good type of rusher class, and a rewarding class for playing him well.

Overview
--General breakdowns of passive abilities, gimmicks, and their movement + health.--

The idea of being a literal moving ambusher is really helpful overall, mostly with teammates. In addition to his speed boosting ability with both M1 and M2, he could be the type of class that can be a real threat on the same land that you are on, depending on how well you play with him. Base 100 hp is way better for that type of class, considering you are mostly stuck on the ground as your only option to zoom in with the crash drive, and all in all, being a risky class sometimes.

Main
Scorch Wheel

Scorch Wheel, similar to the vanilla MM8BDM, it speeds you up while it is surrounding you. It is a ripping attack. Unlike the MM8BDM version, you can hold it around you infinitely and it leaves fire trails when you let the fully charged Scorch Wheel go. However, your speed boost is lost once you have it fully charged (Indicated by a flashing gray overlay on your HP bar).

The Scorch Wheel does inconsistent damage. It's less noticeable to know how much you did if the wheel directly hit someone or partially hit someone, but if the wheel truly hit someone directly, then be assured that you did like 30+ damage, whether it was the normal wheel or the charged one.

The fully charged Scorch Wheel is a beneficial tool to deny small areas with occasionally, or to use it to stumble enemies with. It can be a real useful tool if you have an open gap that you can throw that wheel directly towards the enemy spawn, or either predicting the enemy's pointing position.

Alt
Crash Drive/Sonic Honk

When you hold altfire you will start charging up, which creates a lot of noise. You cannot move AT ALL. Once you let go, however, you start driving forward, leaving flames behind you. While driving, you can do a radius honk damage by hitting M1. The honking input limit depends on how much of a meter you charge to drive. You can cause horn damage up to 5 times at full meter. The interval between each honk is short enough, which means you can "spam" these honks as long as you are driving on wheels. In addition, the honking radius damage can push enemies away, which could be helpful for you as a player to escape a bad situation, whether enemies are surrounding you or pushing an enemy to another player as an ambush type of move.

Basic Tips & Strategy
People rely mostly on the horn honk, which yes, could be helpful, but at the same time, honking won't achieve as much efficiency as playing this class wisely.

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Your honking is a good way to interrupt players who are not aware of your presence. You can as well try to charge up the car form and try to predict where the player might be, like if he is in a nearby hallway or an area. You could be a helpful class that can protect the base of your team, trying to place your fully charged wheels with fire trails around the base to either block the way of the enemy or for the people to trip on them. Advice from me (Croby): Try to crash drive your way towards someone or even around someone in a zigzag way. Be unpredictable with your movements.

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If your teammates are in a bad state, all of them being mostly low in hp, and there is a class who you know might be a threat to them, try to either weaken them or annihilate them. Of course, be precise while doing so. Another thing that could benefit you a lot is timing your horn honk input damage. Spamming it like a maniac sometimes won't do the right trick since you are guzzling the horn honks on air.

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If you are going to make a bold move and try to rip someone with a scorch wheel, then try doing that while you are that "near" to an enemy. Just make sure you have like 9 inches between you and the enemy, because being very close to most classes could also be a bad idea. Primarily, you should have good prediction (aiming) when it comes to tossing those wheels in close combat. They are big in size, yes, but doing direct damage is superiorly better. Always save your scorch wheel ammo while you are away from enemies.

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Fire trails are a way to spread small bits of damage on the ground. If someone is chasing you, try to crash drive around him or crash drive ahead, and he might trip on them.

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The final tip that I would offer is actually more of a combo that you can do. If you correctly toss a wheel and anticipate that the player will have a high chance of falling to that wheel, then drive ahead and charge your car till you notice that the charge metre is at least enough for one honk, and if the wheel is near that enemy, and all is according to plan, then drive ahead and try to minutely honk the enemy towards the walking wheel that will be going towards him, that will mostly rip up to 100 hp. Good luck trying to perform it on an actual player.

Gondola V2.0

 * Scorch Wheel is no longer affected by gravity on throw, only gets affected on contact with the floor
 * Scorch Wheel speed increases by 1.5x upon touching the floor
 * Scorch Wheel damage 8 > 6
 * Alt skin by Redflash

Gondola V2.0H

 * Damage on ripper 6 > 8

Gondola V2.1

 * Timestop frame added
 * Changes reverted
 * JumpZ 10 > 14
 * Scorch Wheel now arcs on spawn
 * Charge meter now overlays health instead of ammo bar
 * Scorch Wheel now spawns small FX on hitting the ground

Gondola V2.4

 * Mainfire arc thrust 40 > 20

Gondola V2.4.1

 * Scorch Wheel sprite ported from V-Classes
 * Now has dynamic lighting <:)
 * Driving mode delay now indicated on HUD

Gondola 2.4.1H

 * Jumping/Jumpfiring frames added

Gondola V2.6

 * Scorch Wheel maxdamageradius 18 > 24
 * Turbo Honk maxdamageradius 256 > 64
 * Honk radius 256 > 272

Trivia

 * Add some trivia and lore! Try to stick to lore about the character's move-set or the community (like how NeedleMan plays like TF2 Heavy), and not about the character itself.

Notable Players
{| class="wikitable" ! Player !! Status !! Example Play!! Extra info
 * Comp players
 * + Player List
 * Croby|| Active || - || -
 * Amauri|| Active || - || -
 * Amauri|| Active || - || -
 * Amauri|| Active || - || -