[Merc] Clatter (Assault Class)


(YeOldeButtcheek) #1

"The music is good? Minus the whole thrown-in-your-face thing, right?

Name: Clatter

Gender: Male

Age: 24

Nationality: Buzz off.

Real Name: What are you, a cop?

Class: Assault

Cost: 9.99 USD, or 50,000 Credits

Clatter, whats to say about him, he has only one record of really doing ‘anything’ being a local DJ in his hometown. He has been known to throw parties here and there performing his music that he made (and stolen) himself. One day, afterwards of the now finished Containment Wars (he was late) Clatter shows up to battle along side his friendly mercenaries!

Health: 110

Movement Speed: 390

Primaries: Stark AR, Dreiss AR, BR-16

Secondaries: Selbstadt .40, Tølen MP, M9, Empire-9

Melee: Beckhill, Cricket Bat, Kukri

Ability 1: Stun Grenade
Similar to Thunders flashbangs, the Stun Grenade distorts the players vision, muting practically all sound besides the beat of music that the stun grenade produces. All mouse movements are immensely slowed during the short 3 second (max) time of stun, along side the distortion. Your movement speed is cut in half, unlike Thunders grenades.

Amount: 1
Cooldown: 15 Seconds (5 Seconds if activated, but not used)

Countering: Looking away from the projectile, and moving away to cover once the effects begin.

Ability 2: EMP Station
The EMP Station is a prolonged deactivation of any throwable projectiles. (Skyhammers Airstrike, Grenades, Molotovs, etc) Although this prevents throwable projectiles, this leaves Arty and Kira’s abilities can surpass the machine.
The size is roughly two times the size of an Aura’s Med station, any other EMP Stations can only be placed 6x the initial station, making them never overlap. The EMP’s radius is visibly noticeable and does not clip through walls. (only with the Bomb Squad augment) The health is exactly the same as a Ammo Station, but roughly twice as big. The station emits radio static the closer you get to it, the louder in the noise is. Any projectile fired and disabled from the EMP Station, the cooldown is cut in half. (IE: Skyhammers Airstrike cooldown is 1 Min, 10 seconds, cut in half, is 35 seconds)

Amount:1
Cooldown: 1 Min 15 seconds (Active once destroyed)

Countering: Finding the location of the EMP Station and destroying it. Since the cooldown doesn’t begin until the station is destroyed, destroying the station makes any Defensive nest weaken. The EMP Station is weak, so taking it out will prove helpful.

Quotes:
Upon activating Stun Grenades: "The music is good? Minus the whole thrown-in-your-face thing, right?
Upon activating EMP Stations: Under breath “Maybe this will make me play in peace…”
Global Taunts:
“I’m not a real DJ you say, alright I see how this games gonna throw down.”
“I got a Star Wars spoiler with your name on it!”


(Naonna) #2

love the second ability, but think ‘inverted controls’ as an interface screw is a bit of a bad idea for a first person shooter which relies on reflex and quick thinking. - Also, configs could bypass it.
p.s. http://tvtropes.org/pmwiki/pmwiki.php/Main/InterfaceScrew <research.

p.p.s. really? the trope name is censored?


(YeOldeButtcheek) #3

[quote=“Naonna;132986”]love the second ability, but think ‘inverted controls’ as an interface screw is a bit of a bad idea for a first person shooter which relies on reflex and quick thinking. - Also, configs could bypass it.
p.s. http://tvtropes.org/pmwiki/pmwiki.php/Main/InterfaceScrew <research.

p.p.s. really? the trope name is censored?[/quote]
@Naonna

The inverted controls thing was mean’t to be similar to “annoying” and “frustrating”
But I mostly added it to steer clear of Thunder relations, I am probably going to remove inverted controls.