Magnet Man

Magnet Man is a magnetism-themed robot master from Mega Man 3, with the ability to fire missiles that change directions mid-flight towards Mega Man. In Gondola, this weapon carries over, capable of redirecting homing magnets on the fly towards the nearest target. Combined with the ability to block off areas around him, Magnet Man focuses on keeping enemies on their toes from a distance, with self defense techniques when the fight gets too close.

Overview
Magnet Man has average health and move speed, but uniquely has a higher jump with a jump value of 12. This assists in Magnet Man's movement towards or away from enemies, and also allows him to be a bit harder to shoot down. Also, Magnet Man has a passive "ammo" that will be called Repulsion. Repulsion can be built by holding down Alt-Fire, but also - albeit slowly - charges passively. The higher the charge, the stronger Alt-Fire will be, which will be covered below.

Main
Magnet Missile

Magnet Missile is a mid-long ranged weapon that consumes ammo on usage and travels in a straight line for as long as Main-Fire is held. If Main-Fire is released, it jolts to where the closest enemy is, with the strength of its homing and damage (up to 30 damage) on hit corresponding to how long Magnet Missile is held.

Alt
Magnetic Shockwave

Magnetic Shockwave is Magnet's main CQC tool. It is designed to keep Magnet at a safe position where he can continue to camp with his mainfire. Holding altfire charges up a shockwave meter and slows you down as you're charging. Releasing altfire creates the shockwave, which blasts enemies away in a small radius around you. The strength of the blast and the damage upon using the shockwave is correspondent to how long altfire is held. Has a ammmobar that passively regenerates back up when not charging. Magnet Man also gets particles effects around him when having full shockwave ammo.

Item
Magfly Delete

Gets rid of the Magfly that is currently out, assuming it is not in it's 2nd state (damage). This can be used to relocate Magflys quickly.

Reload
Magfly Summon

Summons a Magfly enemy from Mega Man 3 which travels upward in a similar way to the Thunder Wool and eventually stops, The Magfly then creates a small field around it which gives anyone in the area a boosted jump height, if you tap Altfire again, you'll make it reverse polarity and deal damage while decreasing jump height and speed if an enemy is in it's area. It will then disappear.

Basic Tips & Strategy
At longer ranges, Magnet Man's Magnet Missiles' homing capabilities and damage makes it infamously one of the most annoying poke tools in the game, where it can hit around corners and chase players without putting the user in direct risk. At closer ranges, its damage and homing power is comparatively pathetic, and forcing Magnet into a position where they can not camp from afar can make them panic and fire out weaker shots, chewing through their ammo reserves quickly.

Gondola V2.2

 * HUD imported from HeelNavi

Gondola V2.4

 * Ported UEC Magnetman (for the time being)

Gondola V2.4.1

 * Reworked by NightFly (with assets from Greg.EXE and Trillster)
 * Mainfire homing reworked, now has 2 tics of delay before doing a singular fast redirect
 * Base damage 15 > 14, scaled damage now correctly capped at 30 rather than unbounded
 * Speed after redirect 150% > 125%
 * Redirect maxangleturning precision increases as Magnet Missile is held
 * No longer homes/scales if tapped/released within 9 tics
 * NEW ALTFIRE: MAG FLY
 * Can be placed in the air and increases allied players' jumpheight who are underneath it
 * Pressing altfire again switches Mag Fly's polarity, crushing enemies into the ground
 * Applies 0.75 hitstun and grounds enemies who are underneath it
 * 3 second cooldown after reversed polarity Mag Fly dies, 50 tic cooldown after regular Mag Fly dies
 * Reversed Mag Fly does 69 damage (don't you fucking dare say it)
 * RETURNING RELOAD: MAGNETIC MINE
 * NEW ITEM: MAGFLY CANCEL
 * Manually destroy a non-crushing Mag Fly

Gondola V2.4.1H

 * No longer homes/scales if tapped/released within 9 > 3 tics

Gondola V2.5

 * Magnet Mines removed
 * SBAR now uses vanilla Magnet Missile colors

Gondola V2.6

 * Now starts with 50% of both Magnet Missile and Magnet Shockwave ammo
 * Removed nonhoming Magnet Missile when releasing for first few tics
 * Magnet Missile homing speed scalar 125 > 225 (speed 48 > 75)
 * Charging time for Magnet Shockwave reduced by 33%
 * Magnet Shockwave/secondary ammobar brought back
 * Passive ammo regen on Shockwave ammo bar increased by 50%
 * Now has 12 tics of startlag before charging shockwave
 * Shockwave can no longer be held infinitely, instead drains shockwave ammo and releases when out of ammo
 * Shockwave charging speed increased by 50%
 * Maximum damage 30 > 20
 * Base knockback on Magnet M2 1 > 20
 * Shockwave knockback scalar decreased by 20%
 * Fixed Magnet Shockwave FX sprites conflicting with HUD sprites
 * MagFly moved to reload
 * MagFly only dunks enemies on initial hit
 * MagFly hitstun 25% > 75%
 * Fixed MagFly suspending enemies in midair, uses A_ChangeVelocity instead of A_ScaleVelocity
 * MagFly FX made much more visible for readability
 * Duration halved (effective damage 69 > 35)
 * New MagFly Reload icon, provided by Cowsha
 * New Item Icon, edited from Cowsha's reload HUD

Gondola V2.6.1

 * Magnet Missile release speed now scales with time held
 * Initial release speed 75 > 37
 * Max scaling goes up to 100 speed
 * MagFly hitstun reduced 75% > 67%

Trivia

 * Magnet Man has a bit of a bad reputation as character too simple to mess up playing.