[Merc] Bulwark


(Mr-Penguin) #1

Bulwark
Class- Assault
HP- 90 (about 130 effective with armor activated)
Speed- 445 (375 activated)

Profile-
Bulwark is an assault merc that trades raw killing or room-clearing power for additional survivability with her Mag Armor. Flexible on both the offense and the defense, she can either be played as a rapid-response flanker or a tough bruiser that can take and deal hard hits at medium and close range. Her weakness lies in headshots and the back- both parts are less armored and susceptible to damage.

Mag Armor
Cooldown- 2 sec/1 second armored, caps out at 45 sec. 10 second toggle penalty.
Duration- 20 sec. max
Bulwark activates her armor, causing it to expand by a bit and grow bulkier during the 2 second activation time. During this “power up” phase, another HP bar regenerates over her current HP at a rate of 40 HP/second and sprinting and weapon use is disabled. This armor HP can be damaged during these two seconds.

After this, 60 percent of incoming bullet damage is absorbed by the armor, 10 percent completely negated, and the remaining 30 percent taken directly by Bulwark. When armor HP is depleted, the armor breaks and goes on its full cooldown. Bullet damage is only absorbed from the front and sides. Damage from behind is not completely absorbed.

The Mag Armor absorbs only 25% of incoming explosive damage from all directions and 10% of bullet damage from behind. Headshots only have a 1.5x multiplier from all directions and headshot damage is not absorbed by armor. When active, Bulwark runs at a reduced speed and sprint recovery time is increased by 20%. Her hitbox size also becomes comparable to Fragger’s while the armor is active.

Weapons-
Primary- K-121, MK48, M4
Secondary- M9, S&W, Caulden
Melee- Standard three

Notes
Another merc. This time, Bulwark is a versatile assault merc that uses armor to cover up the fact that she’s just as vulnerable as Proxy and Kira. I suppose she’s meant to be played by running to the engagement really fast and then . suiting up to brawl. Her weaknesses are bullets to the head, back, and liberal usage of explosives.

And yes, I know there was a similar armor merc named Armadillo some months ago, but that was complete damage negation. Bulwark still bleeds under the suit if you shoot her enough…

Have any ideas, suggestions, or comments? Post them below, and thanks for reading!

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


(CyberVonCyberus) #2

so the only fast squishy mercs are all women
as a man i am triggered and find this sexist (nah i’m joking0

anyways i find this to be quite a unique idea and i think it could very well work and be a very good merc


(BushWanker) #3

He seems very powerful on lower lvl players.
But against us vets, especially those that love flanking he is going to be very week.
Because if he is week from the back he is easy to kill, and most people lvl 15 up mostly get headshots.
So he would be very strong on pubs, and week AF on pubs lvl 10+ or even lvl 20+.
If you can work out those issues he could be good. I like the idea.


(Fyrix) #4

Whilst I like these sort of mercenarys and armor is always being suggested, I don’t think we should juggle with percentages and damage. Instead I think a health buff, perhaps 100-200 HP ontop of their existing HP is better. For one it’s easier to do and weapons don’t lose there effectiveness.


(Mr-Penguin) #5

[quote=“Bushwanker;203956”]He seems very powerful on lower lvl players.
But against us vets, especially those that love flanking he is going to be very week.
Because if he is week from the back he is easy to kill, and most people lvl 15 up mostly get headshots.
So he would be very strong on pubs, and week AF on pubs lvl 10+ or even lvl 20+.
If you can work out those issues he could be good. I like the idea.[/quote]

I was toying with the idea that the entire headshot thing wouldn’t be a vulnerability, but that would mean that a primary counter (snipers) would be irrelevant. Perhaps only sniper-type weapons and big bursts of damage could penetrate the armor, and then the back weakpoint could be removed or reduced.

Because the last thing we need is a Rhino-HP merc that can gun people down at medium range with an LMG. Rhino has high HP and extremely short range for a reason.


(Fyrix) #6

He’s effective at medium ranges. Having a armor mercenary with very CQB shotguns would be fine. They’d have to be close to do any damage.


(Mr-Penguin) #7

Interesting concept. Move fast to get to where you need to go, then activate the armor to sweep enemies with a shotgun.


(Fyrix) #8

What I effectively suggested for Armadillo.

http://forums.dirtybomb.nexon.net/discussion/30419/mercenary-armadillo/p1?new=1


(Mr-Penguin) #9

I had an idea that I could strip Bulwark’s primaries and replace them with machine pistols, and add a second ability weapon to go along with the armor. Said weapon would be a full automatic buckshot/burst-fire flechette shotgun.

Thoughts?


(Naonna) #10

… You know that phantom was uber-nerfed because he was amazing in pubs and crap in comp, right? Can we not re-live the neutering of another character?


(Fyrix) #11

What has Phantom got to do with anything, do you actually play any other Mercenary??


(JJMAJR) #12

Phantom was overnerfed because noobs keep getting stomped due to the nature of the refractive armor. It allowed Phantom to play retard melee and also tanked tons of damage, even going so far as a FEL-IX shot to the face or an airstrike.

This kind of character would likely have similar results to @Naonna and her logic.

Not that I actually disagree with her or anything…


(Dysfnal) #13

@Naonna is a dude, right?


(JJMAJR) #14

The name sounds female, but the picture is a trap. To be honest I can’t tell.


(Naonna) #15

… uhhhh lemme find a link


(Naonna) #16

There’s a real-life picture of me: https://puu.sh/lxWwg/96b28ccab4.jpg … Don’t know if that answered your question or not.


(JJMAJR) #17

Did you cosplay as Ferris?


(BananaSlug) #18

wouldn’t it be better if you could just swap, between tho modes with some cooldown, like lets say 10s, soo you can be fragger, change to kawaii mode and after 10s you can go back to fragger mode or stay as kira

and if it would be too weak we could add some weak granade with effect like slowing or small dmg overtime


(PeterComputer) #19

[quote=“BananaSlug;207435”]wouldn’t it be better if you could just swap, between tho modes with some cooldown, like lets say 10s, soo you can be fragger, change to kawaii mode and after 10s you can go back to fragger mode or stay as kira

and if it would be too weak we could add some weak granade with effect like slowing or small dmg overtime[/quote]

Well, I think it depends. If we’re saying that she has a shotguns as primary weapons then that would be a bit OP. Otherwise, I agree with you.