Re: Legend Concept: Morale
Did a bit of thinking and what stuck was "focus", "buff" and "ARs".
If you keep the idea of him being good with R301, but maybe make it all ARs, his passive could perhaps be that he has an "extra slot" in the backpack where universal AR-ammo is created over time. Something like 10 bullet per 10 seconds, up to what the current stack size for what class he is in is reached (80 for Assault, 60 for the others I think).
*I don't know if this ammo should be drawn from first on reload, or last. I feel first might be too powerful, but not sure.
Passive: Backup plan.
Fabricates universal AR bullets over time.
These bullets can be used by energy, light and heavy ammo ARs.
For the tactical, maybe here you could have the focus part?
Let it be a multiple choice buff where you could either buff something like attack, movement or tactical abilities.
Tactical: Focus.
Attack: Reduce recoil, weapon swap time and reload time, while increasing strafe speed.
Movement: Increase run speed, climbing height and jumping distance while also reducing the effects of slowdown when under fire and ring damage.
Strategic: Standing still or moving slowly grants minor regeneration, increased skill charge speed, lower sounds of restorative items and revives.
*Scout: While I would like minimal "wall-hackery", maybe some version of what you wanted with sound visualization could be here? Just put a unique twist on it.
For the ultimate, while I don't know if it's like that for you, maybe this could tie in with interaction/socializing and that it might be a rather draining ordeal. So here is where the team play comes in. Basically you share a buffed up version of the choosen tactical with the entire team. This is draining so you can only do it from time to time = ultimate.
Ultimate: "Team play" (placeholder name xD)
Team Attack: Same as "Fucus" + minor digi-threat overlay.
Team Movement: Same as "Focus" + additional climbing height, wall latch time, and fall-stun reduction.
Team Strategy: Same as "Focus" + minor shared healing to close allies.
Team Scouting: Maybe here enemies the team are shooting gets highlighted for a short while?
It would probably be more of a support than an assault type, but what ever 🙂
edit: took inspiration from the Crysis games where you have a suit that can adapt.
Edit 2: For identification, maybe add a colored/animated glow or unique sound when activating Focus/Team play depending on what skill is active. But likely not needed.