[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