Brycko's Random Ideas Dump


(Brycko) #1

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 :smile: ). 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.


(BushWanker) #2

All good idea’s!


(JJMAJR) #3

Usually a bad sign.

Anyways I think that some of these ideas might be a bit overboard, or a bit lacklustre.

Firstly, the silenced pistols gimmick would be something that I think would be nicer as an augment.

Secondly…
Pistols
[spoiler]The burst pistol would be meaningless unless I get definite damage values. Namely, how many bullets per burst, amount of time between each shot in a burst, and how long the burst delay is. And all that on top of damage. If you get something which can one-burst an Aura, then you basically got an overpowered heavy pistol.

The rapid fire pistol is not anything new for the game.

The double barreled shotgun secondary could have a purpose in the game. But then again, it would be either one of the worst or the absolute best secondary, depending on mobility, damage, and what characters can use the secondary. If say a sniper medic that gives out armor, doesn’t actually heal, and has a worse version of defibs come out, then it would likely use one of these things. If this kind of weapon goes on Kira, it would be cancer. But on Skyhammer? Terrible.[/spoiler]

Abilities
[spoiler]The cluster bomb is going to be a strictly better Skyhammer 90% of the time.

Black Ice is cool. (Kill me.) I like that one. But, it’s not necessarily as good as a grenade or straight up killing power. But it’s a good support ability and could even combo with long jump parkour to enhance allied mobility. I’m stealing that one.

Flash Freeze seems to have as much consistency as Adobe Flash’s security.

Deployable repair is something that I wanted to do with a Fire Support. It makes more sense for them to extend/restore abilities instead of engineers.

Throwing individual mags have been mentioned repeatedly.

I mentioned a supply drop ability before and I have to say that this is too much. Either that thing would have 1 minute cooldown or it would become the most powerful support ability in the game.[/spoiler]


(Naonna) #4

good to be back. Remember these are all just my opinions:

supply drops: Please don’t ever change the cooldown of characters. This risks things like infinite alternating arty strikes/nader explosions/emp’s from phantom.

throw mags: …but why not just use ammo packs? this only seems to benefit those who want to try and re-fill a sniper at range.

flash freeze: snipers NEED their reload and precise aim to actually be able to play the game at all. How would weapon-swapping affect this ability’s effects on a player? Would it re-set or sustain?

black ice: kind of a decent idea for a change. well done. The idea of punishing a peeking opponent is fine in theory, but with how wall-jumping works, this may be a bit complicated.

deployable repair: I’m hesitant on this one. The idea of a nearly-non-destroyable aura station or bushwacker turret is scary. Furthermore, this merc is only useful in an organized team and doesn’t really have any use in terms of destroying ev’s or area defense on its own.

cluster bomb: I’m having nightmares of when Skye from paladin’s 5 second delay explosive 1 shotted everyone in range. A delay doesn’t mean anything if there’s no cover to hide behind, or if a merc isn’t fast enough to wall jump away. Damage numbers - please.

weapons: pls no.
bust pistol: so it’s a secondary with the power of a shotgun… do you really think that’s wise?

Double-barrel shotgun: This isn’t doom, and respawn timers aren’t instant. Having an insta-down at point-blank is what is making some players dislike the current shotguns already.

high-fire-rate pistol: but the empire 9 is already meant to do that. amping up the damage or fire rate puts it over some of the SMG’s in terms of damage output.

Silenced pistol: It’s… fine? I’m confused what sound has to do with a kill when phantom has a voice line upon decloak or certain kills. If you want phantom to be viable when compared to the snipers of the recon class, wouldn’t burst damage be needed rather than stealth, at this point? Too much, and he destroys an entire enemy team. Too little, and he’s useless.

Did I help, yet?


(Brycko) #5

[quote=“JJMAJR;206848”]

Firstly, the silenced pistols gimmick would be something that I think would be nicer as an augment.[/quote]

Yes… but no… A firing noise reduction augment would be actually quite nice, primarily for all the recon mercs, but I really don’t want to see it on a Proxy (because proxy cancer cranked up to 11). It would work if only machine pistols weren’t murderous secondaries.

[quote=“Naonna;207297”]

Silenced pistol: It’s… fine? I’m confused what sound has to do with a kill when phantom has a voice line upon decloak or certain kills. If you want phantom to be viable when compared to the snipers of the recon class, wouldn’t burst damage be needed rather than stealth, at this point? Too much, and he destroys an entire enemy team. Too little, and he’s useless.[/quote]

I dunno about you, but whenever I hear Phantom clacking away with the Blishlok, I kinda get confused. I feel like a stealth pistol for Phantom would give him the opportunity to actually sneak behind the lines and confuse the enemy team. He doesn’t have to be cloaked, when even the cloak can be heard from a mile away.

[quote=“JJMAJR;206848”]

Secondly…
Pistols
The burst pistol would be meaningless unless I get definite damage values. Namely, how many bullets per burst, amount of time between each shot in a burst, and how long the burst delay is. And all that on top of damage. If you get something which can one-burst an Aura, then you basically got an overpowered heavy pistol.[/quote]

Stats aren’t my department, that’s up for someone else to crunch the numbers. I guess the idea here is not to destroy aura in one trigger pull, but to take away 2/3rds of her health. Aura is pretty manoeuvrable, and the recoil on this thing is like the DE, but 3 times in succession.

[quote=“JJMAJR;206848”]

The double barreled shotgun secondary could have a purpose in the game. But then again, it would be either one of the worst or the absolute best secondary, depending on mobility, damage, and what characters can use the secondary. If say a sniper medic that gives out armor, doesn’t actually heal, and has a worse version of defibs come out, then it would likely use one of these things. If this kind of weapon goes on Kira, it would be cancer. But on Skyhammer? Terrible.[/quote]

Very true. Again, its that concept of Risk vs Reward. I’d mostly see it on Bushwhacker and Fletcher (for his loadouts with SMG as a primary), maybe Stoker, maybe Turtle, and Redeye.

I despise Roadhog from OW because of that. He pulls you in point-blank and there’s nothing you can do. This guy is getting like a 10 second reload.

[quote=“JJMAJR;206848”]

Abilities
The cluster bomb is going to be a strictly better Skyhammer 90% of the time.[/quote]

True. Wasn’t well thought out at the time, may remove it.

[quote=“JJMAJR;206848”]

Black Ice is cool. (Kill me.) I like that one. But, it’s not necessarily as good as a grenade or straight up killing power. But it’s a good support ability and could even combo with long jump parkour to enhance allied mobility. I’m stealing that one.[/quote]

I think it’d be a great secondary ability on Thermica (still one of my favourite merc concepts on the forums). Go look it up.

[quote=“JJMAJR;206848”]

Flash Freeze seems to have as much consistency as Adobe Flash’s security.[/quote]

[quote=“Naonna;207297”]

flash freeze: snipers NEED their reload and precise aim to actually be able to play the game at all. How would weapon-swapping affect this ability’s effects on a player? Would it re-set or sustain? [/quote]

It was kinda designed as a team rattler. Initially I thought sustain, but now I’m not so sure.

[quote=“JJMAJR;206848”]

Deployable repair is something that I wanted to do with a Fire Support. It makes more sense for them to extend/restore abilities instead of engineers.[/quote]

Sorry what? (I almost barfed the first time I saw that). Actually it was specifically designed to Bushwhacker a better engineer, since, you know, with the turret nerf, he’s pretty bad now. I wouldn’t even dream of letting this anywhere near Proxy or Fletcher.

[quote=“Naonna;207297”]

deployable repair: I’m hesitant on this one. The idea of a nearly-non-destroyable aura station or bushwacker turret is scary. Furthermore, this merc is only useful in an organized team and doesn’t really have any use in terms of destroying ev’s or area defense on its own.[/quote]

…unless its strictly for Bushwhacker. He already has his offensive abilities which are fine on their own. As for indestructibleness of deployables, the repair would be slow, like repairing the EV if you’re not an engineer slow, and I’m sure it would be able to outlast combat marginally longer if repaired, but not indefinitely.

[quote=“JJMAJR;206848”]

I mentioned a supply drop ability before and I have to say that this is too much. Either that thing would have 1 minute cooldown or it would become the most powerful support ability in the game.[/quote]

[quote=“Naonna;207297”]

supply drops: Please don’t ever change the cooldown of characters. This risks things like infinite alternating arty strikes/nader explosions/emp’s from phantom.[/quote]

Aye. I did go overboard with the ability cooldown reduction. Will change.

[quote=“Naonna;207297”]

throw mags: …but why not just use ammo packs? this only seems to benefit those who want to try and re-fill a sniper at range. [/quote]

If Ammo Stations are the Fire Support equivalent of health stations, and Ammo Packs are the Fire Support equivalent of Sawbonez Health packs, then throw mags would be the equivalent of Sparks medpacks/Revivr. They don’t do much refilling but they refill at range and in quantity. It would probably be overshadowed by the Ammo Packs, sure, but range is a beautiful thing. I see the applications.

[quote=“Naonna;207297”]

Did I help, yet?[/quote]

Aye :wink: good to see you again. Thanks for the critique.

New dump coming soon…


(Naonna) #6

pls no


(JJMAJR) #7

Why 3?
Base damage should be equal to 10. It could be a near-copy of the Simeon, lower accuracy and range for a better ammo count.

[quote=“Brycko;207507”]Very true. Again, its that concept of Risk vs Reward. I’d mostly see it on Bushwhacker and Fletcher (for his loadouts with SMG as a primary), maybe Stoker, maybe Turtle, and Redeye.

I despise Roadhog from OW because of that. He pulls you in point-blank and there’s nothing you can do. This guy is getting like a 10 second reload.[/quote]
Redeye would be incredibly strong with a shotgun secondary. Bushwhacker doesn’t need a shotgun secondary. Fletcher definitely doesn’t need a shotgun secondary unless he becomes an agent.

Having a 10 second reload is incredibly poor. Shotguns are already the lowest tier of weapons, because at least the Blishlock could pop down enemies at longer ranges than most SMGs. If you have a 10 second reload for a shotgun, you know how long that would be? Even LMGs have a reload time of 3.5 seconds, and that’s incredibly long.

This isn’t how to fix bushwhacker. On top of that, the reason why I think a fire support should use this ability is because it’s like giving out ammunition. Medics keep people alive as long as possible, and fire supports make sure that those people don’t run out of resources to control threats.

Again, this isn’t how to fix Bushwhacker. The way to do that is to make the turret worth more than just a body.

It would only be useful on a fire support that is as fat/slow as Rhino and has powerful weapons. It would only be used to support a parkour-fanatic Vassili.


(Brycko) #8

[quote=“JJMAJR;207748”]
Why 3?[/quote]

I meant 3 times the recoil. Pseudo Simeon. Actually, having the ability to ‘fan the hammer’ on a Simeon would be pretty awesome.

WARNING: INCOMING DUMP

Abilities

Turtle

So Turtle hasn’t been released yet, and in part (from what I’ve heard) because his ability, the shield, has a lot of issues, namely blocking pathways and restricting travel from point to point. Perhaps this wouldn’t be so bad if there was only one Turtle per team, but unfortunately that’s not the case in DB. Furthermore it’s not a very strong ability; elevated Snipers (like on Underground), Naders and Fraggers can pop headshots and grenades over the barriers, and there is no protection from airstrikes. Finally, the Shield covers a very, very small area, and doesn’t protect much from regular fire. All these combined is probably the reason an otherwise completely polished Merc hasn’t been added to the game. Frankly his ability causes too many problems and isn’t practical enough.

So here’s my proposition:
Offense Shield: I’m still suffering from OW syndrome, but Reinhardt seems to work as a defensive character. The way his shield works is quite effective. Obviously having it work exactly the same way doesn’t work for DB, but I’ll get into balancing in a minute.

The main idea here is not to have Turtle place down his shield, but instead carry it and be able to move with it (albeit very slowly). There’s many ways of going about this.

You could take the Overwatch Reinhardt approach: Similar to Reinhardt, Turtle would go into third person view and wouldn’t be able to use any weapons. It’s very uncharacteristic of Dirty Bomb, as a competitive FPS, but it’s a possibility. Otherwise you just have him in first person, maybe with his pistol in his off hand.

Turtle would have a time where he’s exposed when deploying the shield, as he can’t fire and can’t defend himself (it’s like a 2 second interlude/animation). He holds the shield with his cybernetic arm.

The shield itself, as it currently is, is very small, and if he carried it as it was his head and legs would be entirely exposed. Hence:

And Turtle just carries that. It protects his head and his legs. (No I’m not joking.)

In terms of balancing, it still doesn’t protect from airstrikes (that can change), doesn’t completely protect from flanking (all you need is a Nader and its GG). His movement speed is SIGNIFICANTLY slowed (about double Rhino’s walking speed [800?]) and (here’s the main part) he can’t hold it indefinitely. Holding it indefinitely would destroy gunplay.
Again, here there are two options:

  1. He can hold it max 12 seconds at a time, with a cooldown of around 6-8 seconds. Disabling it early will grant the same size cooldown.
  2. The shield has (around) 400- 500 health (similar to other deployables, and Reinhardt from OW), and will close/be destroyed when it runs out of health. Turtle can open/close the shield when he wants. The shield cannot ‘regain’ health by being stored. When it is destroyed, there is a long cooldown (30-40s) for when the shield becomes available again.

• Risk: Maneuverability. Flanking. Offensive capabilities. Requires team coordination.
• Reward: Defense. Can provide possibilities of a push, provide much needed cover, can protect team (to a limited extent).

Phantom
EMP blast: Phantom can choose where and when to activate his EMP field. EMP field makes a loud noise/visuals when activated, alerting enemies to Phantom’s location, but disabling deployables for about 12 seconds. Can be activated whilst stealthed, but will deplete shield energy. Can also list number of deployables deactivated, but not where they are or what they are.

• Risk: Phantom’s will be discovered and possibly killed.
• Rewards: Players will know when to rush on an enemy team.

Radar: Phantom will fire a blast of radar in every direction (radius is about 10m), marking enemy players (and possibly deployables). Marking only lasts for about 10 seconds. Can be activated whilst Phantom’s are stealthed, but will decrease shield energy.

• Risk: Phantoms could be discovered.
• Reward: Team knows what to expect.

Desync shield: Changes Phantom’s regular ‘refractive armor’. Phantom doesn’t have increased armor whilst invisible, but when he stops being invisible, his shield ‘extra’ armor is the remaining duration of his invisibility. This gives some more survivability to Phantom’s that have been discovered and/or sneaky Phantoms and chance defend themselves once they are discovered. As a safeguard for Phantoms just using their refractive armor as extra shield, for every shot received whilst in ‘armor’ mode, the Cooldown increases by 1-3 seconds.

• Risk: The timing has to be very close: effectively for every second you are invisible you are sacrificing a moment of extra armor. Cooldowns can be very long.
• Reward: If performed correctly, Phantoms can survive longer when they perform sneak attacks. They can either take (few) but some extra hits or remain stealthed for long periods of time.

Weapons:
Tommy Gun: As seen in the earliest Bushwhacker concepts.

• Risk: Large Muzzle flash makes sight-aiming difficult. Low accuracy, large but tight spread.
• Reward: Decent fire rate. Lower Damage. Low recoil.

Alternative weapon for Bushwhacker.


(JJMAJR) #9

I don’t approve of Phantom’s changes listed here. They are too close range and/or encourage melee-style play, and just give all of the problems with cloak EMP and roll it into one package of “fuck you [my name here]”.

There’s too few differences between the SMGs for me to want another one. The SMG-9 vs. the Hochfir vs. the KEK-10 being the biggest issue. There’s no reason to run the SMG-9 whatsoever, because at least the Hochfir gets better buffs for very big combat disadvantages. On top of that the Tommy Gun was given information that contradicts itself and ignoring those pieces of information looks way too similar to the Hochfir.

A riot shield is way too offensive for me to approve of it on an engineer. That should go on an Assault.

Please stop with the “dump” habit you have here. It’s clearly a sign that you didn’t actually think all of these ideas through before posting them, which for some people means that you wasted time for them while they point out all the flaws in those ideas.


(Brycko) #10

Actually I just can’t be bothered to make several threads for the ideas :wink: I did actually spend a couple of days thinking through the ideas (At least for the abilities).

I actually thought it was more similar to the MK46. I saw it in the concepts, so I dreamt. I’ll stop with the weapons ideas, leave that to some BF4 nerd.

Its not exactly a riot shield in the traditional sense. You can’t charge with it, you can barely move with it. I thought that Turtle should maybe just stay stationary, bound to the shield, but that would make him an easy target for Snipers.

[quote=“JJMAJR;208012”]
I don’t approve of Phantom’s changes listed here. They are too close range and/or encourage melee-style play, and just give all of the problems with cloak EMP and roll it into one package of “@$!# you [my name here]”. [/quote]

Phantom’s weird. He’s OK as he is now, but can’t play with the team, despite DB being a team shooter. His EMP field only really works for him, and only works when stealthed. He doesn’t have a spotting ability, despite arguably being the most ‘recony’ of the recons (he can sneak around the enemy). He’s virtually indestructible when stealthed, which encourage Phantoms to just go in swinging their Katana around, and there’s no penalty for being ‘discovered’, which just makes him an invisible tank. Phantom is suffering a personality disorder.