“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:
- M4A1
- Timik
- Dreiss
Secondaries:
- M9
- Selbstadt
- Caulden
Melees:
- Beckhill
- Stiletto
- Cricket Bat