[Merc] Beacon


(Mr-Penguin) #1

Beacon
Class- Medic
HP- 120
Speed- 420

Profile-
Beacon is a heavy, ranged medic with a specialized Healing Pylon that constantly heal a single ally over a medium range. He can energize the pylon to revive all downed allies near them, and when that’s on cooldown, he can help up allies at twice the normal speed.

Healing Pylon
Cooldown- 20 sec
Duration- Unlimited
Beacon deploys a Healing Pylon that heals a single ally over a longer range than a Healing Station. Allies must be within line of sight of the pylon to receive healing. The pylon automatically prioritizes mercs with lower HP first, then switches to other targets as needed. Beacon himself is the last to receive healing from a pylon, as all his allies are prioritized first. There is a 1-second delay between switching targets for heals.

The pylon heals at a rate of 40 HP/second, but that healing decays over distance to a rate of 20 HP/s at the pylon’s maximum range. Allies that have taken damage in the last 2 seconds receive 30% less healing for 3 seconds. The pylon has similar HP to a Health Station but is much more vulnerable to incoming explosives.

Revive Burst
Cooldown- 20 sec
Duration- N/A
Beacon energizes an active Healing Pylon with a 1.5-second delay, making it release a burst of energy that revives all allies in the pylon’s radius with 50% of their maximum HP. Pylon must be within Beacon’s line of sight.

Helping Hands
Cooldown- N/A
Duration- Passive
Beacon helps up allies at twice the standard speed and with 50% increased range. Allies helped up by Beacon are revived with 80% of their maximum HP.

Weapons-
Primary- Timik-47, SHAR-C, Dreiss AR
Secondary- M9, Caulden, DE. 50
Melee- Beckhill, Cricket Bat, Combat Axe

Notes
A rework of a previous medic concept with an extremely similar ability, Deacon (forums.dirtybomb.com/discussion/19021/merc-deacon).

While Deacon could toss his pylons around like spears and blow them up to deal damage, this iteration of him focuses on single target healing with a powerful revive ability on standby. Unlike Aura, Deacon is best suited for a rolling offensive, putting up pylons to quickly patch up teammates behind cover and mass reviving downed teammates. His primary weakness comes from a lack of self-sustain, as his pylons prioritize injured allies over himself, and weak (though still better than normal) revive capability without his Revive Burst ready.

Thanks for reading! ^^

Made with @Mr-Penguin 's Mercenary Suggestion Form


(Navypanda) #2

You must construct additional pylons!


(Navypanda) #3

Memes aside, can you trigger the rivive burst while yourself is downed?
Also can the healing pylon heal the Beacon?
Can you have more than one pylons active?

If more than 2 of them are yes, i’m starting to question the balance of this character, you could easily solo hold an area as long as the pylons are out of enemy’s sight but has sight on you. Also he has assault rifles meaning he is better at combat than most medics, with the sustain from the pylons. Otherwise i like the idea!


(Mr-Penguin) #4

@Navypanda said:
Memes aside, can you trigger the rivive burst while yourself is downed?
Also can the healing pylon heal the Beacon?
Can you have more than one pylons active?

If more than 2 of them are yes, i’m starting to question the balance of this character, you could easily solo hold an area as long as the pylons are out of enemy’s sight but has sight on you. Also he has assault rifles meaning he is better at combat than most medics, with the sustain from the pylons. Otherwise i like the idea!

Rez burst can’t be used while downed- I considered that, but given that fact that Beacon could potentially reverse an entire teamwipe if his pylons are still up, I decided against that.

Beacon is the last to be healed by any of his pylons- all injured allies are prioritized first.

Two pylons can be up at once, allowing the two to heal two teammates. However, each pylon is extremely fragile and are quickly taken down by a short burst of bullets or any form of splash damage if placed in the open.

Thanks for the feedback- probably shouldn’t give him burst rifles…


(Bluesquid0630) #5

Mercy? Is that you?


(Mr-Penguin) #6

@Bluesquid0630 said:
Mercy? Is that you?

Very funny.


(Dysfnal) #7

I love this idea, but, nobody has the BR 16 as a default gun yet, sooo…

I would have a short delay before the beacon can change targets so it’s not basically just healing multiple people at the same time.

I would only have one beacon, but make it stronger, just to reduce confusion and keep you from healing nearly half your team (in ranked) far more than a healing station could on its own


(TepidJesus) #8

This idea sounds cool, I would like to see him as a sort of medic version of Kira, in the sense of using a “laser” designator type device to call these pylons down from a satellite (I imagine there be a delay between calling a pylon in and it coming crasking down from the satellite). Also I think that the revive ability should be on a large (ish) cool down to prevent spam. The cool down for calling down the pylons should be like Nader’s grenade, they have a maximum of three charges stored and can be used (almost) immediately after one another.


(TepidJesus) #9

@stayfreshshoe, might want to take a look at this one, one of the best merc ideas I’ve seen in a while.


(Your worst knifemare.) #10

He seems as a stronger version of Sawbones. Assault rifles give him plenty of range. He has the same amount of Hp as Sawbones, and while Sawbones health packs stop healing as soon as the patient takes damage, the pylons only reduce healing by 30%.

While the healing part of the pylons are powerful, mabye you could make the revival part less useful similar to how Sparks is a powerful reviver but lacks healing to others. I suggest either increasing his revive burst’s cooldown to 20 seconds or reduce his cooldown to 10 seconds and only give him 1 burst.

@TepidJesus said:
medic version of Kira, in the sense of using a “laser” designator type device to call these pylons down from a satellite

Only problem with this is that by the time the pylons come down half of your team might be dead and that it really limits the uses on indoor areas and most of Underground.


(Mr-Penguin) #11

@Dys[fn]al said:
I love this idea, but, nobody has the BR 16 as a default gun yet, sooo…

I would have a short delay before the beacon can change targets so it’s not basically just healing multiple people at the same time.

I would only have one beacon, but make it stronger, just to reduce confusion and keep you from healing nearly half your team (in ranked) far more than a healing station could on its own

Target switch delay is something I probably should’ve thought of- this was heavily inspired by Ying’s healing ability from Paladins (don’t judge me on that), which does basically the exact same thing as the pylons.

1 beacon seems like a good idea, though I can’t imagine the upper healing amount being higher than it already is without turning into a ridiculously more powerful Healing Station.

@Lord_Coctus said:
He seems as a stronger version of Sawbones. Assault rifles give him plenty of range. He has the same amount of Hp as Sawbones, and while Sawbones health packs stop healing as soon as the patient takes damage, the pylons only reduce healing by 30%.

While the healing part of the pylons are powerful, mabye you could make the revival part less useful similar to how Sparks is a powerful reviver but lacks healing to others. I suggest either increasing his revive burst’s cooldown to 20 seconds or reduce his cooldown to 10 seconds and only give him 1 burst.

Reverse Sparks in terms of functionality? I’ll do just that. 1 charge, 20 sec (one per spawnwave), 50% HP revives.

Thanks for the feedback!


(Mr-Penguin) #12

Change Notes
Healing Pylon

  • Down to 1 charge (from 2 charges)
  • 1 sec heal switch delay added
  • HP increased to Healing Station levels

Revive Burst

  • Down to 1 charge (from 2)
  • CD increased to 20 sec (from 15)
  • Revive HP down to 50% (from 80%)

Helping Hands

  • Revive HP up to 80% (from 75%)