Capacitor - Fire Support


(JJMAJR) #1

I wanted to make a reference to Volgin from MGS3. That game was just amazing; I watched a walkthrough of the whole thing a couple days ago.

Q: Volt Armor
Recharge time: 20 seconds. Rate of recharge doubled outdoors, reducing outdoor recharge time to 10s. Volt Armor doesn’t recharge while active.
Duration: 15s
When active it reduces 10% damage taken and increases effective range on SMGs by x1.8 and on shotguns by x1.2. However, it prevents reloading and interacting with objectives.
When cast, the user loses 20% of their health.

Smoke and heat become extremely dangerous for this character, and invert his health regeneration into a DoT and applies debilitation to Capacitor. This makes Redeye and Stoker… an interesting counter to this character.

E: Spare ammo clips
These are small ammo packs immediately refill a whole clip for all weapons to a player. Any ammo that currently was in the clip during the time gets added to the person’s personal ammo stock.

Launch velocity and casting speed for these clips is doubled compared to a normal ammo pack. One spare clip is refilled every 5 seconds. Can hold up to 4 clips at a time.

Weaponry:

Primary weapons:
KEK-10
Crotzni
Hochfir

Secondary weapons:
Ahnuhld-12
Hollunds 880
Remburg-7

Melee weapons:
Kukri
Cricket Bat
Katana

HP: 140
Speed: 400

Another thing I should note is I think that I might have gone overboard with the armor. It’s quite possible that it needs a bit of nerfing before it sees the light of day.


(BushWanker) #2

So OP.
A couple questions, why two ptimaries for primaries and secondaries?
And why the exploding ammo packs lol?


(Dysfnal) #3

Given the current strength of shotguns, I advise against having shotguns as secondaries, I would be more comfortable with the Remburg than the Caulden, and I love the Caulden to death, and I hate the Remburg.

I don’t think that the cooldown should be reduced outdoors, it just seems weird, and would make him either too weak on indoor maps, or too strong in outdoor maps, it’s true the same can be said for arty, skybro and kira, but I would avoid this as much as possible

IMO Redeye already counters so many people I think this is unnecessary, but I like the idea

The armor is definitely strong, I would drop the regen, range boost and ammo pack effect. 20% might be a bit much, giving him ~180 effective health


(JJMAJR) #4

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.
[/list][/spoiler]

[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]


(Naonna) #5

Today I’ve been giving insightfuls and likes to people I’d never have guessed.


(JJMAJR) #6

Write something constructive, and you get a free insightful.


(BushWanker) #7

@JJMAJR why do you use so many spoilers, you do realize what a spoiler is right? Imao
BTW, how do you make spoilers?


(Your worst knifemare.) #8

This mercs primary ability is unique compared to other fire supports and feels like it would bring a bridge between them and assalts.

And like ability SMG is also very unique to fire supports, bringing shorter range into the fight.

Possible suggestion is to lower the speed of running while its active by small amounts, it is still armor after all.


(JJMAJR) #9

I don’t think lowered movement speed is necessary. I mean, the only things it could catch up to would be 120 HP characters and Assaults, besides Nader. It should be noted that while Fragger can’t catch up with Skyhammer, he also has weapons that can engage at greater distances. This merc doesn’t have much in the way of long-distance fighting, and so is compensated with increased health.

Now gets 1-shot by FEL-IX.

But yeah, this guy is supposed to give more diversity to the FS roster, considering how there’s 3 120/400 HP/speed characters in the group, and all 4 of them use assault rifles.

I use spoilers for organization. People would read them anyways.

[spoiler]Naonna ignored me.


(DankBeretField) #10

What I think about this guy is he is diferrent to the other Fire Supporters. And I didn’t feel like he is capable to contribute to the objectives. He can ONLY help his teammates, but can’t knock the EV, or a generator, or else. So, he is useless in maps like Chapel or Bridge, where the Fire Supporters are needed. Also, I think that Spare Clip is only useful to veterans, not noobs. You give a noob 1 clip, and he will waste that mag, while the vet will go killing spree-ing with about 30 rounds. I’d like to change the Spare Mag to make it more powerful, like 2 mags will be given upon direct hit, or if someone is out of ammo, picking up a mag will refill your loaded ammo count, making it more useful. It’s an interesting idea, but this merc is still useless for now.


(JJMAJR) #11

I wouldn’t be very concerned for the new players when making an ability.
Besides, the ammunition ability synergizes with shotguns extremely well due to the way they reload.

I actually think this guy needs nerfs because that his abilities can easily make him a horrendous menace with a shotgun and basically make the SMGs into assault rifles.

He can’t do objectives, but he can become a frightening presence that rivals assaults.