[QUOTE=spookify;521586]I will move this post over from here
I only thought in depth about Medic Here and Here(This Works for all Medics) (AKA Super Perks!!!)
Medics Only Get 1 Super Perk and 2 Normal Perks
MEDIC’S (Support) (Saw, Phoenix, Spark and Aura)
Super Perk 1: Medic’s Can Self Heal at Normal rate (Saw or Phoenix)
Super Perk 2: Medic Pack Heal 25% Even After being hit (Saw, Spark or Phoenix)
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (Saw, Aura, Spark or Phoenix)
Super Perk 4: Heal Station gains 50HP (Aura)
Super Perk 5: Gain 1 Additional Pack/Pulse and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Saw, Spark or Phoenix)
Super Perk 6: Medic is allowed two Heal Stations with divided HP and divided Heal Radius. (Aura)
Super Perk 7: Medic Packs/Pulse Heal 50% Instantly (No Regen After) (Self Heal is 25%) (Cooldown Increase (more time) by 20%) (Saw, Spark or Phoenix)
Super Perk 8: Living Heal Station - Aura can deploy and then pick up the active heal Station replacing her Main Weapon. (Speed Slow Down 15%) (Aura)
Super Perk 9: Medic Heal Pulse can heal everyone on the map and activate Regen (Cool-down Reduction 45%) (Phoenix)
Super Perk 10: Unknown - New Merc in The Future
ENGY’S (Defense) (Proxy, Bushwacker, Fletcher and Turtle)
Super Perk 1: Mines Appear 50% Smaller (Do Same Damage (Proxy)
Super Perk 2: Mines do 50% More Damage to Offensive Class Only but 20% Less Damage to all other Classes (Proxy)
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (Proxy, Bush, Fletcher and Turtle)
Super Perk 4: Bush Turret and Turtle Wall gains 50HP (Bush and Turtle)
Super Perk 5: Gain 1 Additional Mine/Sticky Bomb and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Proxy and Fletcher)
Super Perk 6: Bush is allowed two Turrets with divided HP but faster reaction speed. (Bush)
Super Perk 7: Turtles Wall Gains 25% in Height
Super Perk 8: Sticky Bombs Turn into Proxy Mines and are set off by Motion (Fletcher)
Super Perk 9: Engys have the ability to Plant C4 anywhere on the Map (Proxy, Bushwacker, Fletcher and Turtle)
Super Perk 10: Turtle has the Ability to place 2 walls to combine in a combination of a 90 degree angle (Turtle)
Super Perk 11: Stick Bomb increase Damage by 50% but reduce mines to two and increase cooldown to 30 seconds (Fle
Super Perk 12: Unknown - New Merc in The Future
Fire Support’s (Support and Offensive) (SkyHammer, Kira, Stoker and Arty, Fragger, Thunder, Nader)
Super Perk 1: Air Strike Abilities Leave behind ground fire that burns for 5 seconds (Arty, SkyH and Kira)
Super Perk 2: Kira ability get auto Pilot. Able to drop in an area and it goes toward the most valuable target. This includes enemy mines, turrets and EV’s. (Kari)
Super Perk 3: Stacker: Become Stronger by KILLING your enemy. (Receive a new max cap HP for every enemy you kill without being killed) (40HP+ Total) (Upon Death it will reset to default HP) (Can not stack HP Perk) (SkyHammer, Kira, Stoker and Arty, Fragger, Thunder, Nader)
Super Perk 4: Carpet Bomb - Air Strikes turn into Cluster Bombs that cover a wider area but less damage (SkyHammer and Arty)
Super Perk 5: Gain 1 Additional Nade Bomb and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Fragger, Thunder and Nader)
Super Perk 6: Increase Fire Bombs to 4 but cover a much smaller area. (Stoker)
Super Perk 7: Gain 20HP
Super Perk 8: Air Beam Slits into 5 circler beams covering a greater area dealing weaker damage. (Kari)
Super Perk 9: Abilities Flash and Blind Enemy that are just outside the area of the blast (SkyH, Kari, Fragger, Nader and Arty)
Super Perk 10: Nades turn into proxy mines (Fragger, Thunder and Stoker)
Super Perk 11: Swap! Nades of each kind but 25% Weaker. Merc will be given each kind of Nade at 30 second cooldown. (Thunder, Fragger and Stoker)
Super Perk 12: Nader can Shoot non leather beambags that stuns the enemy. Projectiles fly 50% faster and more accurate.
Intel (Vassilli, Aimee, Phantom and Redeye)
Super Perk 1:
Super Perk 2:
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (ALL)
Super Perk 4:
Super Perk 5:
Super Perk 6: Allowed two Heart beat Sensors with divided Timing and divided Radius. (Val)
Super Perk 7:
Super Perk 8:
Super Perk 9:
Super Perk 10:
I’m Tired!!!
Also I think I do my best thinking while I am at working not working hahaah!![/QUOTE]
Whats everyone thoughts? I know some of these Ideas may be a little out there but this would add an awesome dynamic to the game and make ability play that much better and skillful. Especially making sure you have the right one pick vs another super perk class and so on. Obviously new ideas can be added but I think this would be a lot better then the current perks because it would make them useful rather then a gimmick.