Amplitude Merc Idea


(NuclearCats) #1

(this is in the form of a merc role call)

“When in the head of combat, music helps sooth the PTSD.”

Now hiring amplitude, the blood thirsty DJ with Beats for Days.

Ability one: Beat Drop
Amplitude sets up his back mounted speakers to be stronger on louder frequencies, allowing the tunes to reach longer ranges, and closer ranges being more potent, but use it carefully, as it doesn’t last too long, and has a noticeable countdown,

Ability two: Shuffle
Amplitude improvises a transition to a different type of music, the 3 kinds are EDM, speeding up reloads and fire-rates by 10%, Classical, Healing his team in the area for 5 HP a second, and Rap, increasing team damage by 5%
(doesn’t affect himself, except for healing.)

Ability three: Bridge
after holding a song on play for long enough, he can set up a set of speakers near an objective, and a seccond on himself, with a 30 length of speaker wire to use to move around with. it helps with slowing or speeding up the completion of objectives, and can be linked to C4 to make the song ramp up as the C4 is about to detonate, and makes the C4 accelerate to 37 seconds.

Weapons:
We are introducing the CKC [SKS] rifle, a long range semi auto rifle with little falloff can easily one tap squishy mercs, like aura or sparks, but you need to be careful, as the mag capacity is short, and has only 2 magazines in reserve, much less for a semi-auto rifle.


[Imagine this with a magazine that could hold 8 shots of a similar caliber]
{Stats}
Damage:80 Body, 130 Head (insta-gib if under 90)
Range: 40 meter falloff
Mag Cap: 8 Shot Mags, 2 in reserve
Mobility: same of other rifles like M4A1 and Timik-47
Sights: “Acog” type scope

Though other weapons can be equiped via loadout cards (BR-16, M4A1)

[Secondaries: Selbstaldt .40, Tolen MP, S&W Revolver]
[Melee: Kukri, BCK, Cricket Bat]

Fight Back:
Amplitude is a fairly mid range mercenary, so beware hallways and objective areas, as his medium range excellence is easily going to pick you off, and his area of affect isn’t very potent when it the beat isn’t dropped, and the cool-down in quite long on beat drop, so bait him to drop the beat, and push when it has dissipated down, and remember that they may shoot and reload fast, get healed, or boosted at once, not at once, so take note of what song is playing for the enemy when they are pushing or you are pushing on them.

{End of role call}
Appearance: White Male with a hooded jacket, with a light bullet proof vest covering his chest, his primary slung across his back, and his pistol on a waist mounted holster

Ethnicity:American
Health/Speed: Equal to Kira
Class: Medic/“Support”


(Naonna) #2

My main problem with this character is the fact it blurs the lines between merc types. A healer who has the ability to boost team damage is VERY scary in terms of balance. I’d be careful to not give a single character too many diverse benefits.

Also, I think I’ve heard some other guy screaming ‘drop the beat’ in a shooter before. Huh. Not sure.


(NuclearCats) #3

He is more of a defencive character, who is more stationary like an aura station, and i wanted it to be more seperate than lucio from O.W, but be ballanced, i guess it can instead be just Reload and Health, and the trade offs would only be for him, encoraging switching between either track when the team needs it, like if 2 enemies are down, switch to reload for a bit, and then switch back to healing when the respawn waves clock, so that the team can hit some more health from attacks. and it isn’t drop the beat, it is just like a passive that he doesn’t state anything, the only ID of the ability going off is slightly higher volume and more potent affects of whatever song is playing.