[Merc] Armoury


(Feley) #1

“You shall remember what saved you during battle!”

Name: Armoury (Yeah, I know that name isn’t for armour but rather for keeping weapons and stuff… But I tought it would be cool)
Class: Medic
HP: 120
Speed: “Skyhammer’s”
Cost: 50,000 Credits

Abillity 1: Throws armour instead of med packs.
(2x Armours with cooldown of 10 seconds - this is to prevent every teammate having bonus hp)

Armour gives player that pick it up 15 additional hp on full health, if merc has more than 100 hp and gives 10 additional hp to mercs of 80-100 hp. Additional hp can’t be regenerated, nor can be healed.

Aura/Sparks/Kira/Proxy/Phoenix would increase their health by 10 hp
Other mercs would have their hp increased by 15 hp

(This is so mercs with low hp don’t get significant “buff” to their hit points… Think of an Aura with 95 hp… 90 hp sounds better as it gives less % of hp, and still same % that it gives to Skyhammer with additional 15 hp)

I was thinking of an option where armour gives you 20 (higher hp mercs)/10 (lower hp mercs) additional hp but it also slows down your speed by 5 points… Also in that case, players wouldn’t be able to be direct hit by armour, and they would need to pick it up by “F”…

Abillity 2: Defibs

This medic himself wouldn’t be good medic, but would work very well with other healer merc.
As he isn’t able to heal, he would be very dependant on his defibs and full charge, as well as get up augment.

Primaries:

  1. M4A1
  2. Timik
  3. Dreiss

Secondaries:

  1. M9
  2. Selbstadt
  3. Caulden

Melees:

  1. Beckhill
  2. Stiletto
  3. Cricket Bat

(Naonna) #2

Adding overheal to this game does create an interesting dynamic. At the same time, the character has to be able to help even light mercs without making mercs such as fragger even harder to kill with no downside. - I’m not saying the idea is terrible, but it needs balancing.


(TheVulpesFox) #3

I think less hp to higher mercs is a good idea. Just balance it out a bit more. Yeah I kinda like it.


(sgtCrookyGrin) #4

me likes, but then you have that team made up of lvl 5 and under Vassilis -_-


(HunterAssassin5) #5

I guess one downside to this is that technically this guy(speaking of which, is this a male or female?) can only throw out medpacks worth 10 or so health that can only be picked up once by each player
Other than that, it seems fairly interesting. The weapons are a bit on the beefier end of things for a medic, but I don’t think that’s a huge problem.


(Feley) #6

[quote=“TheRyderShotgun;153416”]I guess one downside to this is that technically this guy(speaking of which, is this a male or female?) can only throw out medpacks worth 10 or so health that can only be picked up once by each player
Other than that, it seems fairly interesting. The weapons are a bit on the beefier end of things for a medic, but I don’t think that’s a huge problem.[/quote]

Yeah, it’s probably male (didn’t even think of it, just made suggestion)… Anyways he isn’t really meant to heal, his abillity is more like adding hp to his normal, and that abillity is most useful when merc’s hp is at max.

Why I chose to give 100 and lower hp mercs less buff is because their speed isn’t linear with others.

If you compare speed and hp of every merc, and set that Skyhammer has default speed/hp… You can see that Sparks and Aura have 40 (Proxy 30/ Kira 20) more speed than they should compared to their hp… That is probably because the lower the hp is, much faster ttk is, but still they shouldn’t gain big buff to their hp.