"Hive" Medic Idea


(hawkeyeguy99) #1

Hive
Class- Medic
HP- 100
Speed- 440

Nanobots
Cooldown- 25 seconds for each bot (3 available)
Duration- 6 seconds
Each use sends a nanobot to hover around a targeted enemy or ally doing healing or damage respectively each second. They can be shot or destroyed, but the size would be so small that it’d be almost impossible to shoot one out of the air, explosives would be the best bet. Healing and damage at 10 health every second with a max of 60 health for every bot.

Revive Swarm
Cooldown - 60 seconds
Duration - N/A
Sends out a “wave” of bots in a circle around Hive that revive every downed teammate they come across. They travel in a straight line and die once running into a hard surface such as a wall. Travel speed would be around 600 (it’s a fast ability)

Defibs

Weapons-
Primary- KEK-10, Crotzni, SMG-9
Secondary- Caulden, DE .50, Selbstadt .40
Melee- Kukri, Beckhill Combat Knife, Stilnotto Stiletto


(Demonic_Muff1n) #2

wow this is definitely an interesting merc i must say. just a few tweaks to the abilites, make more number of nanobots because medics should be able to deliver large amounts of health rather quickly and 3 bots each which heal 10 hp per second isn’t quick enough to actually make a difference. preferably 4-5 bots, you might wanna decrease the cooldown a bit though cause 25 seconds for each bot is a bit too long and your teammates stand a very high chance of dying in those 25 seconds, tweak it down to 15 secs per bot. now as for the revive swarm, how much health does the revive swarm offer when it revives a downed teammate?


(hawkeyeguy99) #3

The thought behind making the cooldowns longer and only giving him 3 bots is because I would consider them stackable. So you could conceivably put 3 bots on one player and heal them up faster. But yes, considering how much health some mercs have, the ability should probably be upped somehow to provide steadier healing.

As for revive swarm I would say full health for every team member revived. The idea is for this to be a match saving move used in a last ditch effort to keep as many people in the match as possible. The cooldowns should maybe be upped to a minute and a half though so it has to be used more sparingly.


(Your worst knifemare.) #4

Nanobots:

  • As said above at least the cooldown of the Nanobots should be decreased to provide more effective healing.
  • I would also not have them be able to deal damage to enemies because it doesn’t exactly fit into the medic role, instead if you still want them to harm enemies why not cancel the ability for enemies to heal during that time.
  • 60 hp each feels fair for each bot when you consider the other ability both revives and completely heals your team.
  • Im not sure if you cleared this out, is there a clear way to tell if someones already being healed besides looking at their hp (Ex. Aura station color, Healing pulse animation).
  • Would Phantoms emp disable nanobots or no?

Revive swarm:

  • Reduce the range or set a limit on the amount of teamates you can revive at once. (This is to prevent cases where you can revive your entire team from across the map. Also theres defibs you can use.)
  • If not doing the above comment then a minute and a half cooldown is good like you’ve said
  • Reduce the Hp given on revive to half given that theres also defibs you can use to revive and that full health might be considered too strong.

Overall I like the concept of Hive because s/he sounds like a combat medic who in exchange for not being able to self heal, is able to substain the rest of the team or be a great pocket medic.


(hawkeyeguy99) #5

@Lord_Coctus Revive Swarm in that current state actually would be rather underpowered. Considering that the swarm stops once it reaches any solid surface. That means you have to use it strategically for it to be useful. For instance, on the long straight passage at chapel it could mean crazy revives. But on such a map as underground you’d be lucky to get more than 2 at once. Keep in mind they also all have to be down but not gibbed at the same time which doesn’t happen often.
Maybe the solution is a bit of input lag such as with Kira’s laser. Just so it’s not an instant, bam your entire team is up? Dunno, that might make it even more unviable. Maybe 3/4ths health would be a better solution to keep it from being match breaking.

As for nanobots

  1. Yes, EMP would straight up destory them.
  2. I just assumed that the plus signs for healing would be there, same as Sawbonez.
  3. Maybe lowering the damage to enemies? It seems pointless to send a nanobot to just cancel healing when you could actually be healing others on your team. Having that second option of doing damage with them if your team is fine on health seems like a way for him/her to be more viable as a med choice consider he/she can’t heal as much as others and has no self heal.

(sgtSZKLARZ) #6

I had the same idea :wink: It’s medic so no damage to enemies


(Deathawk101) #7

Great idea man