I really do like some of these ideas…
I do have issues with quite a few however…
So… Here we go…
- Blast grenade: low damage output but repels enemies in an area, pushing them back. Ideal to slow progression or behind your team to make everyone go faster.
Impulse would have to be very short range or else you could be impulsed though walls without doing checks that would hinder performance. Second issue is a personal opinion really, I just really doubt the reliability of such a weapon both due to current nade physics.
- Discussed in another thread: the flamethrower. With small maps like in DB, I must say that the flamethrower becomes a very efficient weapon to have.
If done correctly this really could work. However I do find it a little bland and potentially highly frustrating for team mates both when it comes to visibility and team damage. I would much prefer an ability to change a full clip of ammo into incendiary ammo giving a cool looking flame tracer and doing slightly less base damage but adding a bit of Damage over time… (sets enemy on fire for 5 seconds taking 5 damage each second basically meaning 25 extra damage and obscured vision. Most importantly it would add 5 seconds onto the time it takes a player to regen health. Making it perfect for odd shots at long distance.) Could even look at a “FIREBREATH” shotgun.
- Syringes and paddles: a special medic that can only revive with paddles but not regen your HP. However he holds a set of syringes that provide one or many buffs. Such a medic could help turn the tide with the right buffs at the right time on the right player. Could be for example anti-rad buffs to actually allow a player to run through a contaminated tunnel for a short duration.
I have thought about the idea of syringes myself… However in a much different form… My idea was to have a medic throw syringes at a friendly and allowing the friendly to use the syringe when he feels ready to. This could mean basically a med pack he holds in effect. I love the idea of the anti-rad buff however I would have thought it would have been a better ability for someone like STOKER (as he wears a gas mask) to set down other breathers for his team. Many buff ideas I do like but I think it should be spread across Mercs and not classes
but really nice idea.
- Revive chest armor: this one is new. The idea is to have a medic that carries one chest armor he can attach to another player of his team. The chest armor is controlled by a remote and can provide up to 3 charges before depletion. The idea is to create this bond between a medic and a soldier like in TF2.
Very cool… Never thought about this myself… I do see the issue of it being abused unless you need to charge it up for a long time… Also how you handle it with player deaths and gibs and respawns could end up being VERY fiddly. Also what you need to try and avoid is on Mercs ability’s negating other Mercs abilities… In this case the RECONS (with headshots) and Explosive classes totally negate this suggested ability making it inconsistent. I do believe that maybe having a Kevlar vest however could be a cool concept 
- Bio Scanner: an offensive medic who gives up medpacks for an improved bio scanner, helping him identifying weakspots on enemies. Weakspots could trigger the headshot damage even on the body and would be randomly generated (might be hard to implement).[QUOTE]
Agian, Love the concept but it ends up adding to much of a “luck” factor for both the Merc using the ability and the Merc on the receiving end. Already with the current recoil makes headshots feel as much luck half way down a clip as it should do skill. This is something I would feel works better as a team passive or even a local passive. [XXXXXX Merc does 10% extra damage due to medical knowledge] kinda thing. Allowing this Merc to use the same weapon as a different Merc but be slightly more deadly with it.
- Lazarus Grenade: not sure if this idea is already in development or not, but I suggested a long time ago to get a medic with grenades similar to the kolto bombs in SWTOR. These grenades create a healing screen (similar to a smoke grenade but smaller) that heals anyone in it. No medpacks of course.[/QUOTE]
You could actually just had a medium throw distance to Auras healing station and have almost the same effect.
- Anti-artillery station: deployed on the objectives or points of passage for the team.
like mentioned previously… You really cannot have a Merc/Ability that totally negates the advantage of another. This is made even more of a problem due to the low number of abilities per Merc. If it WEAKENED the ability I think it could be tried. If it was a placeable that had to be in a very small area…
One way I suppose you could make it work would be to have it as a Merc ability that activates a personal defence shield around the player for 3 - 5 seconds. I it could also have an area of effect with it to cover team mates in a 10ft radius. Meh
I don’t know.
would likely have a huge effect on framerates but other than that it sound cool.
- Weapon jamming grenade: releases a large amount of particles that block the weapons. The affected player will have to reload his gun at least once, at most twice to clean it up.
I would not even have it so you have to reload. It could be timed and play the animation of a weapon over heating for 2 - 3 seconds.
- Drones : no big surprise here, and they will probably be introduced in the game. They could be useful for hacking, control bottlenecks and objectives, or even deploy a temporary anti-artillery system.
I think the big issue is removing control from the player in a game that is about progression forward.
I actually really like the idea and I admit I am partial to a bit of CoD and love the drones…
Anti-Artillery though has to be a BIG NO NO NO! lol
- Wind grenades: nothing better than a recon to fight another recon. Would be a counter ability against smoke grenades. A wind grenade that explodes and clears up a zone very quickly.
Again like mentioned a Merc should not be able to negate the effect of other Mercs… (I know it sounds crazy I mean reduced effectivness is fine but totally dissipating a primary ability is a little harsh). The counter for a recon already exsists in the form of motion nades and third eye.
- EMP grenades: temporary disactivation of all electrical components. Throw it on a pump and kill everyone in the tunnels for example. Throw on the EV to mass up the engineers and kill them with the sniper.
Completely agree with disabling electronics and maybe even temp slowing the EV. Adding it to kill people in water and stuff while it does sound cool… is a little OP lol. I do feel this should be a standard nade and maybe having a new Merc with a game wide EMP that disables all enemy electronics (mines, turrets, abilities, red dot sights, hacking tools and defuse tools) for 5 seconds.
- Auto-trigger device: a device that activates all other devices in a short perimeter. Other devices would be mines, turrets firing randomly, sticky mines, heartbeat sensors, etc
removing the Mines and Sensors would class as to much of a negating effect. Temp disable like I mentioned in the previous section would be better.