6 More Merc Suggestions (of 15)


(Milwankerchief) #1

This was thought up over the course of 2 weeks.

10

  • Name: Quang
  • Gender: Male
  • Type: Recon
  • Age: 51
  • Nationality: Vietnamese
  • Weapons: Primary: Scoped Gauss Rifle
  • Q Ability: RCUAD (Remote Controlled Unmanned Aerial Drone): Quang pulls out a drone controller and a smallish drone. While using the drone he can spot and tag enemies for his team. Can be used for 30 seconds. UAD can be shot down.
  • Story:

11

  • Name: Alois
  • Gender: Male
  • Type: Engineer
  • Age: 24
  • Nationality: German
  • Weapons: Primary: FAMAE SAF SMG
  • Q Ability: AASAM (Advanced Automatic Surface to Air Missile): Place like a normal turret. When active is fires high speed missiles at incoming projectiles and UADs (see 10. Quang) in it’s range. Used to deflect airstrikes, grenades, artillery, and heartbeat sensors.
  • Story:

12

  • Name: Ital
  • Gender: Female
  • Type: Engineer
  • Age: 20
  • Nationality: Jamaican
  • Melee: Revamped Modern Villar-Perosa SMG
  • Q Ability: (Contextual) Repair Turret: Can only be placed by objective locations, once placed at one, it will do the objective faster than a non engineer merc, but slower that regular engineers. Useful for clutch repairs, or having an extra defender.
  • Story:

13

  • Name: Banshee
  • Gender: Female
  • Type: Assassin
  • Age: 26
  • Nationality: Italian
  • Weapons: Primary: Double Barreled Sawed Off Shotgun, Melee: Scythe
  • Q Ability: Skate Charge: Banshee has specialized boots that toggle skates on the sides on and off. With Q toggles, a marker can be aimed to where you want to charge at. Charging makes you move very fast. Useful for exiting and entering battle, and getting up close for Sawed Off kills. Has 15 second cooldown per use.
  • Story:

14

  • Name: Odox
  • Gender: Male
  • Type: Medic
  • Age: 47
  • Nationality: Hungarian
  • Q Ability: Numb Dart: Numbs a friendly target, minimizing the damage the take by 50% for 5 seconds.
  • E Ability: Purge Dart: Useable on both enemy and friendly targets, causes an immediate 50 damage (or brings you to 10 health if you only have 50 health or less left, it cannot kill team or enemies). After 3.5 second delay, it heals target for 175 health over the course of 5 seconds. Damage taken won’t interrupt healing process. Useful with Numb dart to numb teammate, then purge them so they take less damage, receive as much healing.
  • Passive: Remedial Revive: Can revive teammates faster, but not instantly like defibs/REVIVR.
  • Story:

15

  • Name: Mayda v7
  • Gender: Artificial Female
  • Type: Assault Recon
  • Age: 7 months
  • Nationality: Artificial Korean
  • Weapons: Primary: AN-94, Melee: Chakram Dagger
  • Q Ability: Sonar Pulse: Sends a pulsewave that bounces around in Mayda’s vicinity, spotting any nearby enemies for her and her team.
  • E Ability: Reboot: Mayda cannot be healed by conventional medpacks. Reboot causes Mayda to heal fully, but is a 20 second proccess in which she stands still and is vulnerable the whole time.
  • Story:

If this is well recieved, I will post their stories, which I already have written for them. I give permission to Splash Damage and Nexon to use/modify any of these ideas if they so choose.


(Milwankerchief) #2

any thoughts on these?


(Naonna) #3

10 - Drone? why use vass for sniping anymore? the ability is basically a flying version of aimee’s camera

11 - an anti-air deployable would make turtles even harder to stop on maps such as chapel last. - Nullifying multiple enemy abilities at once off of one merc could be problematic. (Similar to the issues with a ‘hacker’ merc.)

12 - Long-ranged repairs would be frustrating: dropping it then having a teammate stoker drop fire on it makes removal even more difficult. ‘clutch repairs’ is what happens when phantom was allowed to plant/defuse while invisible: having a merc with that level of utility could make other engies absolutely worthless. - Dropping something the size of aura’s healing station near an EV then stalling would suddenly be a valid tactic to push forwards if a sniper or explosion can’t manage to hit it fast enough.

13 - scythe? longer-ranged melee is spooky (see katana complaints from other members). Moving close to someone sounds similar to FaN scout from tf2 mixed with a demoknight charge. It encourages a reckless playstyle with less focus on teamwork. Aura/proxy already move fast enough and have decent damage close-range already: complete with team-aiding utility.

14 - a FIFTY percent buff on someone? so rhino now has 450 HP for a short duration? Also, the massive heal of 175 has to have some downside as the heal takes place, or it’s just better than sawbonez. Sawbonez packs are meant to be used out-of-combat: this purge dart ability seems quite similar, but to a higher level of efficiency. An enemy can stop a sawbonez pack. How would they counter this sort of massive heal outside of attempting to out-damage the temporarily-weakened merc affected?

15 - sounds like a better phantom… self-heal between fights and a spotting ability. - Would be dependent on her speed. - I dunno.

Character-wise, i like the ideas, but the abilities need work. Downsides must be listed for each and thought out. Counter play is important to consider. (Otherwise, we get uber-nerfs like phantom and to a lesser degree, sparks.)

https://youtu.be/BRBcjsOt0_g
Extra credits did a very nice episode on the topic.


(MrSoUndso) #4
  1. Someone with a bow.

(Your worst knifemare.) #5

Id perfer the repair turret (if it works only in close range) and the aasam


(inscrutableShow) #6

A merc that’s an android needs to be a thing.


(doxjq) #7

Personally I really like some of these ideas. A turret like bushwhackers that fires at enemy explosives instead of people sounds like a really nice implementation to the game and a good way to counter areas that often get flooded with explosives.

You could even blend Alois and Ital. Give them two abilities (explosive only turret and a remote repair station), so they are essentially a semi engineer with an explosives only turret. You could argue that could give the merc too much slaying power but it really doesn’t since their turret doesn’t shoot people.


(sprightlySalamander) #8

Nice one