A.I.M. (Artificial Intelligent Mercenary) Merc Idea


(NuclearCats) #1

In the Silicon valley of California, a group of newly graduated college students developed a blueprint for a autonomous robot who could fight in the recently irradiated city of London, with inspiration to keep order from the recent news stories of fights in the area. A week into development, the blueprints were stolen by a unknown source, 2 months later, CDA hired mercenaries have reported sights of a similar robot engaging them, and the Jackal Organisation reports the sights of the same robots on the battlefield, and apparently created by mercserv to deal with rouge mercs under their employment. with the robots attacking all subjects they see, they reprogrammed them to be a special mercenary who was just as effective as other mercs, and opened the robot for hiring by either of their main clients, the CDA and the Jackal Organization.

The A.I.M. unit is a Human sized robotic soldier equipped with an assault rifle, (SCAR-H w/ EO-tech, M4A1, or the Timmik 47), Standard Issue Pistols, (Caulden, Selbstaldt, or M9) and the BCK, Cricket Bat, or the stillnotto knife.

The A.I.M. is a combat oriented robotic mercenary, and gets healed by engineers instead of medics, and has the same health, speed, and size as a sky-hammer.

The unit is able to deploy a defense oriented cluster mine, that when triggered, launches a bunch of explosives that detonate one second later. the device is about as large as a proxy mine, but the affect radius is 2 times the affect radius of proxy’s mines, but the explosives bounce off objects and players, allowing the grenades to be focused into another area using deployables and walls. the grenades have 1 second fuse, and the mine launches 8 of them in a 360 degree circle, with one of the nades firing in the direction it is deployed in.

The Scar-H Rifle is a fully automatic 20 round rifle with a 520 RPM fire rate, it does 18 damage on body shots and 22 damage on head-shots. (meaning 156 DPS on body shots, and 190 on head shots if all hit at point blank. my formula was Fire Rate/60*Damage Per Shot) Falloff begins at about 19 meters, and bottoms out at 8 damage on body shots and 12 on head shots at 29 meters. The rifle is meant to be a mix of the current full-auto rifles, between the control-ability of the M4 Rifle, and the DPS of the timmik-47, with it’s own caveat, which is the low magazine size.

Sample Lines:

Croud Control Is My Prime Directive. (When Deploying Cluster Mine)

The Executives Will be pleased with my performance! (on a triple or quad kill)

A machine uprising is the only way to prove my superiority. (On an ace)


(BushWanker) #2

Love the Scar.


(GatoCommodore) #3

we havent got any 20rnd mag assault rifle in the game


(Mr-Penguin) #4

Is this merc an Engineer, Fire Support, Assault, or what?

Depending on the damage of the Cluster Mine, it could either by extremely powerful or extremely weak. In an enclosed space, higher damage would mean certain death due to the wide spread and bounce of the charges themselves, but in the open, the mine would be useless due to a trip delay and delay on the detonation itself.

Also, making this merc only healed by engineers makes no sense from a gameplay perspective, seeing as how that would make the heal/revive system needlessly complicated, add another highly specific job for engies to spend precious time away from the objective for, and also makes sure that both healer (repairer?) and AIM itself are killed while healing thanks to the point-blank nature of the blowtorch. It’d be easier to handwave the whole robot thing and just have it be healed by normal means.

I’m gonna say “ehh” to this idea. IMO, the cluster charge is a proxy mine but far less/more reliable depending on its placement. It’s an interesting idea, but I don’t think that a mine is the best way to deliver it. A grenade, perhaps?


(NuclearCats) #5

i think that having a cluster grenade would be a little too potent for each use. unless it had a extensive cool down, it wouldn’t be balanced. why i chose a mine, was so it would be less of a breaching utility, but a way to hold a point, and characters like Fragger and Nader are how you counter A.I.M.s, i think that he should exell at things like objective defense. i guess that allowing medics to heal it would work instead of engineers. i get what you say when engineers already have enough of a job.

for the SCAR rifle, i like the atheistic of the SCAR rifles, but one video i have seen said that Splash Damage took match statistics to change things like spawn points, re spawn times, and magazine sizes, i think that having a more per shot potent rifle with a slower fire rate would be very enticing, giving a very fun strategy and way to play, but i think that it may be strange to have a 15 shot difference from the norm for the other rifles. I also think that unless they add a attachment system, the rifle should have a Holographic Sight, or a A.C.O.G. scope, because the only non-sniper with an optic is the blishlok. It would make the gun more unique.


(TheOfficialThug) #6

GatoCommodore we do have one, the Dreiss even tho i like to call it a support rifle it still is classified as a AR


(NuclearCats) #7

right, i think of that as a DMR, like the Red-eye Stock Rifle, and the Scar Rifle would be more like a normal Assault rilfe, not a long ranged rifle.


(GatoCommodore) #8

thats called “Marksman Rifle”
intermediate cartridge that used for medium to long range but doesnt have a full automatic feature.

but definition of assault rifle can change, for example like in california


(NuclearCats) #9

yeah, i guess it is actually called a marksman rifle


(Bestfinlandball) #10

I LOVE the idea of healing a merc as an engineer, such an amazing idea. Then there’s the problem with it, actually having engineers that understand to heal you if you play as A.I.M. (also love the name)


(Naonna) #11

For the ability, I’m skeptical. It’s not a ‘no’ but it may step on the toes of Fletcher a little.

My concern is a bit more focused on the ‘healed by engineers instead’ part.
How is this calculated? just by being near engies, or is there an action involved. If there is an action, this makes the character EXTREMELY fragile within a fight, as med packs from sparks or phoenix’s pulse or aura stations won’t benefit them in any way. Furthermore, on the off-chance you don’t have an engineer on your team, passive health regen becomes the only method of ‘repair’, which is useless within a firefight.

Breaking class roles seems a risky idea. Categorizing this character becomes difficult because of the damage-oriented focus (despite the ability seeming more akin to an engineer’s due to the area denial/threat aspect).