Name says it all. Couldn’t be bothered to make individual Mercs to go with the abilities/weapons. If I get any new ideas I’ll just add them to the thread.
Abilities:
Supply Drop: Air supply drop is called in. This provides a cooldown reduction to abilities, a long lasting ammo supply, health packs, instantly resupplies ammo-distributing abilities and health giving abilities and a large but weak barrier effectively made up of ammo stations. Has an extremely long cooldown; ideally only able to be called in once per game.
• Risk: If a supply drop is called in in the wrong place or at the wrong time, it can quickly be destroyed or come under the possession of the enemy team. Fully exposed to Arty’s artillery strike, Kira’s laser, stokers moltov etc…
• Reward: Mentioned above. Could be a vital boost for a losing team.
Ideally for fire support merc like Arty.
This could also be more of an actual game mechanic, with a random chance of occurring during a match. Could also become micro-spontaneous objective, finding incentive for areas of maps (like the stretch between the second and final objectives in Dome) that aren’t generally used for combat becoming strategic flashpoints. Would add time to the game to allow skirmishes to occur.
Throw Mags: Magazines are thrown across the map to those who need it. It only refills one clip of the weapon being held, but has a much longer range than the conventional ammo packs or ammo stations.
• Risk: Only refills one magazine so it has to be used sparingly; you can’t just give ammo to the whole team. One has to think which team members to give it to so they don’t just guzzle up the ammo on useless suppression. If a magazine misses its target, support can fail to get to players in critical need.
• Reward: No more running out into the field, risking your life to give ammo to people. Can provide team members with valuable ammo quickly and effectively, and just enough to get out of a sticky situation or a team wipe.
For fire support Mercs.
Flash Freeze: Throws down a bomb/generator/AC unit? that quickly cools down the surrounding area. Enemies caught in the nearby area suffer greater recoil and lowered accuracy for a short about of time, and weapons have a (high) chance of jamming (makes reloading unpredictable). Enemies caught in the area are dealt 2 hp damage for every second in the radius of the generator. NOTE: Does not slow down Mercs.
• Risk: Can affect the player, has friendly fire circumstances in competitive. Long Cooldown (or should I say, Warmup
). Deals very little damage. Needs team coordination to be effective.
• Reward: Enemy team are weakened, panic. Can save team from deadly suppression and/or deadly accuracy.
Designed for an ice themed fire support merc concept that I couldn’t be bothered to make myself.
Black Ice: Throws a bomb that freezes the floor, making the surface ‘slippery’. When players come in contact with the surface, they keep their momentum and continue traveling in the direction they started off in. Designed as a counter to the traditional FPS corner-peekers.
• Risk: Teammates can succumb the friendly fire in competitive. Easy to avoid.
• Reward: Counters corner peekers, objective hoggers, Snipers.
Designed for an ice themed fire support merc concept that I couldn’t be bothered to make myself.
Deployable Repair: Based on the fact that deployables have ‘health’, the player can ‘repair’ deployables. Think of it like how objectives are repaired. The time it takes to repair a deployable depends on the deployable. This would only apply to deployables that do not exist on a time limit, so Aura’s Health Station, Bushwacker’s turret, Ammo Stations, Turtle’s Shield(if indeed that’s how it ends up working) etc… and NOT things like Amiee’s Snitch, Vassili’s Heartbeat sensor, Proxy’s mines, etc.
• Risk: Specific to only certain Mercs.
• Reward: Deployables can last longer.
A small ability designed to give pre-existing engineers like Bushwacker slightly greater importance.
Cluster Bomb: Throws out a bomb (that does no damage) that releases mini-bombs in every direction. The mini-bombs will bounce off of surfaces and players and explode after 5 seconds.
• Risk: Blowing yourself up, mistiming the explosion
• Reward: Large explosion over large area.
Different offensive ability. For assault Mercs.
Weapons:
Burst pistol: Pretty self-explanatory. Secondary weapon.
• Risk: Ammo guzzler, recoil, accuracy.
• Reward: Fast kills.
Double-barreled shotgun: Small sawed-off double barreled shotgun with two rounds. Semi-Automatic. Secondary weapon.
• Risk: Considerable. Two rounds, long reload, short range.
• Reward: Virtually instant kill at short range. Decent spread.
High-fire rate pistol: Crazy high-fire rate pistol (think triple the fire rate of the Empire-9) with massive recoil and low accuracy. Secondary Weapon. Large damage fall-off. Personal defense weapon.
• Risk: Ammo Guzzler, recoil, accuracy.
• Reward: Devastating at close ranges. Suppression weapon.
Ideally secondary for weak, long-range Mercs, i.e Aimee, Sparks.
Silenced Pistol: Again, pretty self-explanatory. Secondary Weapon.
• Risk: Low Damage. Low range. Small magazine.
• Reward: Low Recoil. High Accuracy? Perfect for stealth kills.
Secondary for Phantom.
good to see you again. Thanks for the critique.