Thank you @Dysfnal for your input. It was a lot more helpful in making me understand the pitfalls of this character than, well…
Well, here’s my reasoning:
[spoiler][list=1]
[] The reason why I wanted shotgun secondaries and SMG primaries is because I honestly think it would be cool for a FS character to have that kind of weaponry. The shotgun/SMG combo is a central part to this character’s design for me.
[] I wanted to make an FS ability that would be usable indoors but also is much more effective outdoors, like Skyhammer’s airstrike.
[] I put up the regen because I was afraid of the ability being too weak without it, as there’s an HP cost to the ability as well.
[] When I looked back at the ability I was shocked to see how strong it seemed, but then I remembered I meant it to be activated in the lieu of Redeye’s IR goggles. I should take note of that in the original post.
[] The range boost was playing off of how Volgin was able to fire bullets using his electrokinesis. It also was supposed to account for the fact that there’s no way to defend this character at long range.
[] The ammo pack effect references the way Volgin was sent into a coma in Snake Eater, but now I think that the decision to implement it was wrong.
[*] Redeye being able to counter this character would be essential, otherwise we would have a lightning god in the storm cloud destroying people with a shotgun and an SMG.
[/list][/spoiler]
Here’s the things that I recognize to be problems thanks to your post.
[spoiler][list=1]
[] The EHP of the character (when using the ability) is way too high. 175 EHP is a lot. I think this may have come from the fact that I wanted the ability to cause him to lose health when used, but I overcompensated for it.
[] The regeneration is unnecessary if there’s a range boost and damage reduction. It’s basically just an overheal at that point.
[] The range boost may be incompatible with shotguns, or may need to be weaker than with SMGs in order to remain balanced. I need to use a complex formula in order to reduce the impact the ability would have on shotguns.
[] 20% damage reduction is too much and I should have avoided that, but I was irrationally fixated on getting a clean number for EHP.
[*] I shouldn’t have put an HP cost to the ability. I’m keeping it anyway so that this character would need medics if he wants to play assault. Also, a tangible HP loss would create a trade-off - keep the HP (instead of going to 124) or get extra range, when stuck in actual combat.
[/list][/spoiler]
Changes I should make:
[spoiler][list=1]
[] Remove regeneration and ammo explosions from the Volt Armor.
[] Create a formula to ensure that the range boost on shotguns and SMGs are fair. SMGs should get a higher range boost multiplier than shotguns. Still keeping the range boost though.
[*] I realized that the SMG-9 is worse than I expected. Going to switch that to Hochfir unless SD gets the weapon fixed. Too bad the Hochfir is godawful too.
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[spoiler][quote=“JJMAJR;32874”]Q: Volt Armor
Recharge time: 20 seconds. Rate of recharge doubled outdoors, reducing outdoor recharge time to 10s.
Duration: 15s
When active it reduces 20% damage taken, activates a static 3HP/sec health regeneration, and increases effective range on all weapons by 25%. Ammo packs that become shot explode, dealing 40 damage in a radius of 8 meters.
When cast, the user loses 20% of their health.
Weaponry:
Primary weapons:
KEK-10
Crotzni
SMG-9
Secondary weapons:
Ahnuhld-12
Hollunds 880
Remburg-7
Melee weapons:
Kukri
Cricket Bat
Katana
HP: 140
Speed: 400[/quote][/spoiler]