[Merc/Ability Concepts] Overseer, Anti-Material Turret(s)/Autorifle


(Mr-Penguin) #1

[i]A quick note: these were spur of the moment ideas and as such will likely be a whole lot rougher than my usual merc concepts. Just wanted to let you all know. :3

Anyways, this is a bit unusal compared to my standard format, as this is one merc with three potential abilities I came up with. All of them are similar but differ in delivery method. I’ll need the community’s help to decide which kit becomes Overseer’s final ability set!

With that out of the way, let’s go![/i]

Overseer
Class- Fire Support
HP- 110
Speed- 420

Profile- Clarifying Information-
What follows are 2 different main abilities, 2 different secondary abilities, and different ammo abilities neatly contained within spoiler tags. Each kit has a different name that I’ve added for quick identification and convenience.

Kit 1: Warden
[spoiler]
Anti-Material Turrets
CD- 35 sec, 2 charges
Duration- Unlimited
Overseer deploys an Anti-Material Turret that takes 2.5 seconds to set up. Once fully deployed, the turret locks onto a destroyable objective, generator, or deployable (in that priority order) and fires a shot every 2 seconds at them. Each shot immediately destroys deployables and does low but consistent sustained damage to generators and the EV. Anti-Material Turrets do not target enemy players.

Target Designator
CD- 12 sec, 2 charges
Duration: N/A
Overseer marks an area, causing all deployed turrets to turn towards it and fire a single high-explosive round at the marked area. Direct hits deal 80 damage. Explosive shots deal a minimum of 40 AOE damage on the edges of the explosive radius with a maximum of 79.

Ammo Deck
CD- N/A
Duration- N/A
Overseer resupplies a magazine and a half of ammo to all nearby allies and themselves every 1.5 seconds. Ammo Deck is non-functional while downed.[/spoiler]

Kit 2: Overwatch (Screw Overwatch, man. New name: Watchman!
[spoiler]
Anti-Material Turret
CD- 35 sec, 1 charge
Duration- Unlimited
Overseer deploys an Anti-Material Turret that fires either armor-piercing or high-explosive rounds based on whatever mode the turret is set to. The turret has a 180 degree firing arc.

Mode Cycle
CD- N/A
Duration- N/A
Overseer pulls out a remote and taps a button on it, switching the deployed turret from either Seige or Deterrent Mode. The transition takes 1 second to complete.

When in Seige Mode, the turret fires a armor-piercing shot every second at the EV, generators, or deployables, dealing a steady stream of damage to the target. Each shot hit slows the EV down by a small amount, up to a 25% slow in total.

In Deterrent Mode, the turret locks onto enemy players and fires a high-explosive round every 2 seconds with a highly conspicuous laser sight and noise to signal when you’ve been targeted. Shortly before firing, the turret greatly slows its tracking rate, allowing one to dodge the shot with proper timing. Lock-on range in Deterrent Mode is reduced when compared to Seige Mode. Each shot deals 100 damage on a direct hit and up to 80 AOE damage over a medium sized area.

Ammo Deck[/spoiler]

Kit 3: Sentinel [i]Eliminated in favor of my two turret kits. This isn’t the last you’ll see of the Autorifle though…
[spoiler]
HP- 90
Speed- 440

Anti-Material Autorifle
CD- 7 sec/round, 6 rounds
Duration- N/A
Overseer lugs a belt-fed Anti-Material Rifle and holds it in firing position, slowing movement speed down to 370. The rifle fires 2 shots a second that are projectiles with a shallow arc and very high bloom per shot. Direct hits deal 80 damage and non-direct hits deal up to 40 AOE damage.

Aiming the AMR will drastically slow Overseer’s movement speed and double the fire rate of the AMR with no zoom increase. In addition, aiming the AMR will greatly increase the damage dealt to objectives and deployables.

Ammo Packs
[/spoiler]

Weapons-
Primary- Timik, Crotzini, KEK-10
Secondary- S&W, Simeon, Caulden
Melee- Beckhill, Stiletto, Cricket Bat

Notes
Another merc idea, this time a spur of the moment idea that I just had to post. Through my wandering thought process, this went from a simple anti-EV turret to the three distinct potential ability sets that I posted here.

Warden is based around setting up shop and then letting the turrets blast away at the EV and enemy players that happen to wander into the turret’s LOS, as Target Designator can aim beyond the usual range of the turrets.

Overwatch is a turret loadout that you can just plop down and only switch firing modes when needs. The anti-player function on it essentially locks on to a player’s position at the time of firing, waits a moment, and then fires, punishing those that stand still and being useless against those with swift feet.

Sentinel isn’t even a turret loadout, but I chose to include it anyways. It’s more like a Fire Support version of Sparks, though I do fear that the AMR’s potential in close quarters is off the charts. This one was the most experimental of them all.

[i]Made with @derpypenguinz19 's Mercenary Suggestion Form


(SweetGenocide) #2

OH GOD ANOTHER WALL OF INFORMATION.

reads

Okay this is one of the best ideas i’ve heard (am not kidding.)
Love especially the “Siege” turret mode from the Overwatch set.

A utility-based engineer sure is rare, it looks like every other engineers are just agressive oriented, cough Proxy cough cough Fletcher. Wonder how it would look like in-game.

But still how does the system choosing work, do you pick it at the start of the game?


(MisterBadmin) #3

Presumably, only a single kit would be chosen and implemented. I’m not morally opposed to swappable kits in games, but predictability is a MASSIVE thing in fast FPS. Also, including only future mercs with swappable kits would be really strange, so everyone would need to get kits, which would be an unwieldy amount of stuff to make. (Relevant: Dota 2’s new update that added 8 things to every hero in the game.) Beyond that, creating secondary kits for everyone would cause a lot of creative burnout. (Side Note: I’ve managed to think of Concussion Mine Proxy as an alternative and I’m scared.)

But I digress to the merc in question. Down the list we go!

HP/Speed:
Seems pretty reasonable, maybe a bit fast. Points for not making another 120/400 merc.

Weapons:
Secondaries and melees seem fine. Primaries are concerning due to the assault rifle hidden in the SMGs. Assault rifles are intended to be direct upgrades from SMGs, just as SMGs are direct upgrades from MPs. Commit to one class or the other. I’d personally spring for M4, Timik, Dreiss, mostly for my compulsion to complete things. (M4&Timik + Stark|BR|Dreiss)

Abilities:
Since the Ammo Deck is constant among two kits, let’s start there. I like it, assuming it gives 1.5 primary AND secondary mags, or 0.75 mags for each. Point being: Secondary ammo is sometimes better than primary, and I don’t want only shotgun shells when I need my pistol for range.

My general concerns with the turrets are the health of the turret and method of deployment. I’m thinking 110HP but takes half damage from the (presumably armored) front, normal damage to the back and sides. For deployment, I don’t see the standard “drop in place” (a la Bushwhacker) would be particularly effective, especially with the assumed line of sight requirement. Fire Support is about being able to drop it when you need it, not setting up for it and hoping it doesn’t get countered. Since throwing what is effectively a large caliber anti-material rifle (heavy) plus a bunch of electronics (also heavy) seems unreasonable, maybe dropped via drone? I dunno.

Moving on to individual kits:
Warden:
I’m primarily concerned with a line of sight requirement for target shots, method of targeting shots and use outside of EV maps.
If explosive shots don’t require LoS, it adds a lot of utility and basically makes him mini-Arty, which I’m okay with. If they do, it makes this merc a questionable pick.
Basically comes down to a question of marker (Skyhammer) or designator (Arty). I can see either working.
I have to question the turrets usefulness when an EV isn’t on the field. Breaking generators and deployables is well and good, but why would I take this over Arty, Stoker or Nader who just do it better.

Overwatch:
Name change, si’l vous plait.
Seems like an outright better Bushwhacker and worse Arty, which is entirely fine.
I don’t really have too much else to say.

Sentinel:
Seems like a weird Kira/Nader hybrid.
I do believe that’s no anti material rifle, but an automatic grenade rifle.
Technicalities aside, increasing stats of a weapon from ADSing is weird. A lot of FPS get away with it, but DB has a precedent of the only stat change while ADSed being spread. (I’m not opposed to a change in that, but understanding consistency in design is a big thing.


(Your worst knifemare.) #4

I really like the Warden mode of yours, but i just want to know how much Hp each turret has and how many can be deployed max.(unless thats what charges mean).

Also in the overwatch section, the seige mode turrets oddly remind me of Symetras turrets.


(Mr-Penguin) #5

[quote=“SweetGenocide;215473”]OH GOD ANOTHER WALL OF INFORMATION.

reads

Okay this is one of the best ideas i’ve heard (am not kidding.)
Love especially the “Siege” turret mode from the Overwatch set.

A utility-based engineer sure is rare, it looks like every other engineers are just agressive oriented, cough Proxy cough cough Fletcher. Wonder how it would look like in-game.

But still how does the system choosing work, do you pick it at the start of the game?
[/quote]

Forgot to clarify, but I simply came up with a ton of ideas for this merc and didn’t exactly remember to specify that I needed the community’s help in choosing the best one… I’ll be sure to add that. shrugs

[quote=“MisterBadmin;215486”]
HP/Speed:
Seems pretty reasonable, maybe a bit fast. Points for not making another 120/400 merc [/quote]

That’s what I was going for. Overseer, in my mind, is a more… explosive version of Bushwhacker, hence the similar HP/speed ratio.

Weapons:
Secondaries and melees seem fine. Primaries are concerning due to the assault rifle hidden in the SMGs. Assault rifles are intended to be direct upgrades from SMGs, just as SMGs are direct upgrades from MPs. Commit to one class or the other. I’d personally spring for M4, Timik, Dreiss, mostly for my compulsion to complete things. (M4&Timik + Stark|BR|Dreiss)

Probably shoulda thought of that. If I had the knowledge to make a new weapon for Overseer (2 round burst BR ftw), I would’ve, but I couldn’t. I feel that having the usual assault rifles is getting a little bit old for all the Fire Support mercs.

My general concerns with the turrets are the health of the turret and method of deployment. I’m thinking 110HP but takes half damage from the (presumably armored) front, normal damage to the back and sides. For deployment, I don’t see the standard “drop in place” (a la Bushwhacker) would be particularly effective, especially with the assumed line of sight requirement. Fire Support is about being able to drop it when you need it, not setting up for it and hoping it doesn’t get countered. Since throwing what is effectively a large caliber anti-material rifle (heavy) plus a bunch of electronics (also heavy) seems unreasonable, maybe dropped via drone? I dunno.

I was considering using the turret slide that Bushwhacker uses in the DB cinematic trailer, but like you said, weight is an issue. Then again, Stoker can lug around two ammo stations at once and Rhino can still run and jump with all that armor, ammo, and his minigun, so maybe realism can be bent a bit.

Moving on to individual kits:
Warden:
I’m primarily concerned with a line of sight requirement for target shots, method of targeting shots and use outside of EV maps.
If explosive shots don’t require LoS, it adds a lot of utility and basically makes him mini-Arty, which I’m okay with. If they do, it makes this merc a questionable pick.
Basically comes down to a question of marker (Skyhammer) or designator (Arty). I can see either working.
I have to question the turrets usefulness when an EV isn’t on the field. Breaking generators and deployables is well and good, but why would I take this over Arty, Stoker or Nader who just do it better.

That was my primary issue with Warden, the fact that the turrets require LOS. If they do, then Overseer is useless on the offense. If not, then that makes no damn sense, unless they happen to be curving tracking bullets, which also make very little sense.

Overwatch:
Name change, si’l vous plait.
Seems like an outright better Bushwhacker and worse Arty, which is entirely fine.
I don’t really have too much else to say.

Pew pew pew that EV until it dies. Works fine, I suppose.

Sentinel:
Seems like a weird Kira/Nader hybrid.
I do believe that’s no anti material rifle, but an automatic grenade rifle.
Technicalities aside, increasing stats of a weapon from ADSing is weird. A lot of FPS get away with it, but DB has a precedent of the only stat change while ADSed being spread. (I’m not opposed to a change in that, but understanding consistency in design is a big thing.

Sentinel, like I said before, was what I believed to be the weakest idea. Since the turrets seem to be well-received, I’ll shelve Sentinel and save that for a future Fire Support idea, just like how I have Deacon, Grapple, Discord and Scorch waiting on the wings.

One merc suggestion at a time, Pengi!


(Mr-Penguin) #6

[quote=“paramountGasoline;215496”]I really like the Warden mode of yours, but i just want to know how much Hp each turret has and how many can be deployed max.(unless thats what charges mean).

Also in the overwatch section, the seige mode turrets oddly remind me of Symetras turrets.[/quote]

Charges mean max turrets, kinda like how Nader has 5 grenades and each has a short CD. Sorry bout that.

I’ll try and figure out full turret HP stats later, but for now, I’ll work my way to a single kit to be used before making any specific stats and changes.


(Naonna) #7

turrets - Seriously start putting a duration on these things, damnit!
The turrets to destroy deployables are going to be used to kill what? I see you killing sticky bombs and maybe health packs: nothing else.
Designator - how many turrets are you expecting to set up before an enemy team pushes in? You have great burst damage with this ability, but I’d advise you limit it to one charge and boost the cooldown to at least match one of fletcher’s sticky nades.

secondary turret - We already have bushwacker…
Making the turret target and damage the EV or generator makes this an interesting fire support merc. I actually don’t dislike this, except for the fact that it’s range, hitbox size, and health have not been specified. This sort of auto-completion seems only balance-able if it’s easily destroyed or has severely limited range. The only thing making this fair is the fact it doesn’t repair an ev or defuse c4.

The deterrent mode just sounds like a higher damage bushwacker turret with a laser pointer. While it does it’s job of deterring, it also means it lacks the element of surprise which gives bushwacker’s turrets their best use.

Not-a-Railgun-Railgun - I actually consider this as one of the more balanced weapons, with a few slight exceptions. I’d advise for counterplay’s sake that the character’s ability to sharply turn more than 90 degrees while firing the weapon be removed. As it is now, it looks to be a precise version of rhino. Making this merc better at long range and worse at close would help make each have their place.