Merc Concept - Ohm (Healer with a twist)


(Brycko) #1

So lately I’ve been thinking about an electricity based merc and some ideas for it. Trouble is, I have alot of ideas for abilities, and not all of them synergize/would work well together (or maybe even at all :confused: ).

Lore: Ohm is an electricity based merc hailing from Italy, although she is originated from some war-torn middle eastern country. Originally working for the CDA on a variety of projects, but most notably the Dome project, she’s defected several times. Her excuses are usually ‘pure boredom’, ‘field testing’ or ‘testing the security of the Dome’. Maybe its actually for the money. Then again, she’s a pathological liar, so we’ll never know.

A skilled electricial engineer who may take her love for it a little too far, she harnesses the power of Electromagnetism to defend her allies.

Aesthetic
in progress…

Abilities

  1. Electric Grenade. This ability can work many different ways. Electric Grenade is a heavy, short range device that, when it hits the ground, activates, creating an electric shock in a 4m radius.

Option a) Electric Grenade revives all fallen allies in the 4m radius. It is, effectively, a mass resurrection ability. Max number of people that can be rezzed is 4. Unlike the Defibs or the Revivfle, Electric Grenade cannot be charged, hence it rezzes with the lowest possible health from a defib.

Notes: Although this may not seem very powerful by itself (the enemy team can just cut down the rezzed team in an instant), paired with an Aura or Phoenix (or even Sawbonez) this can bring a good percentage of a team back.

Option b) Electric Grenade, when thrown at the enemy, freezes ability cooldowns for 5 seconds.

Option c) Electric Grenade produces an magnetic field, jamming enemy weapons (Primaries and Secondaries). Enemy weapons have to be reloaded before they can be used again. Ability weapons are not effected.

Notes: Combining Option b and Option c would be too powerful, but separating them makes them a little weak. Could be combined with first ability, where Ohm could switch between offense or defense.

  1. Electric Field/Magnetic Field (Healing ability).

This is a little complicated.

Lore: Allies and enemies moving through the electric field generates a magnetic field. This creates magnetic flux in a generator on Ohm’s back. Effectively, magnetism is used to generate power towards Ohm’s ability. When her ability is switched on, it creates a magnetic field, which is (Option A) used to deploy nanites to allies or (Option B ) used to attenuate bullets.

Summary: Ohm’s ability doesn’t charge with a countdown timer (though there is a 3 second cooldown between switching it on and off). Instead, allies and enemies moving through a certain radius (4m) around Ohm generates charge towards her ability. This is represented in the form of an ability bar (much like Phantom’s for her refractive armour). Max time of ability activation is 10 seconds.

Option A ) When the ability is activated, Ohm begins healing at 25 HP/s. During this time, her ability cannot be charged. Contrary to other healing abilities, EM Field will not heal a merc to its maximum health, but only to the amount of health they had when entering the field.

Option B ) When the ability is activated, Ohm generates a spherical magnetic field that decreases all incoming BULLET damage by 40%. Objects such as Fraggers Frag grenade, Nader’s grenades, Thunders Conc, Stokers Molotov, Skyhammers bombs, Fletchers sticky grenades and Proxies mines will all explode when in they come into contact with the perimeter of the magnetic field, however their damage will not be reduced.

Notes: The idea here is that Ohm can be used for pushes on objectives, but isn’t enough to be a full healer. She’s designed as a ‘light defense merc’.

Weapons
Primaries: Kek-10, Br-16, Remburg,
Secondaries: Mp-400, Selbstadt, DE .50

Stats: 400 sprint, 100 HP


(CyberVonCyberus) #2

i think giving her the Br-16 might be a little overkill considering she is a support merc, otherwise i really like the idea of a support merc who isn’t all about healing or giving ammo


(Demonic_Muff1n) #3

well i mean the electric grenade affecting enemy weapons doesnt really make much sense. i mean the weapons aren’t electric powered but if the grenade affected defibs, revivr and other electronic based items that would make sense.


(CyberVonCyberus) #4

maybe it should revive teamates in a radius


(Brycko) #5

@Demonic_Muff1n said:
well i mean the electric grenade affecting enemy weapons doesnt really make much sense. i mean the weapons aren’t electric powered but if the grenade affected defibs, revivr and other electronic based items that would make sense.

Well I figured if the electric field switches to a magnetic field, then it would muck up the chambered shot and jam the gun, probably not very realistic though. As for it mucking up other electronics, i’m not so sure, because we already have Phantom disabling deployables, and denying other medics the ability to revive is a little game-breaking. Probably going to scrap option b or this ability.

@CyberVonCyberus said:
i think giving her the Br-16 might be a little overkill considering she is a support merc, otherwise i really like the idea of a support merc who isn’t all about healing or giving ammo

I gave her the BR because its one of the only weapons (the other being the Felix) that isn’t assigned to a merc by default. I just realized that I gave her Turtle’s predicted loadouts :o

I think I’m going to keep the BR there in the hope that it gets nerfed at some point in the future. Ohm isn’t like the other medics; she isn’t supposed to be super short range like aura but not sustained damage like Sawbonez or Phoenix. I’m giving her the Dreiss, the Br-16 and Anhuld (because its under-used and less consistent than the Remburg).

I’m also changing her sprint speed to be lower so that she can’t be super fast for pushes, and because her equipment is so damn heavy.


(xSil3nt) #6

The healing electric nade is a really cool idea… But, i think a max amount of hp it can restore should be set. For example, the max amount is 200, and there are 4 mercs on the ground waiting to be revived, the 200 would be split equally among them (they will each be revived 50hp). Also a limit of max amount of ppl that can be revived of 4 is good.


(Brycko) #7

@xSil3nt said:
The healing electric nade is a really cool idea… But, i think a max amount of hp it can restore should be set.

For one, I totally agree. I originally had it set to revive mercs with the minimum amount of health possible, which is apparently 30 hp :* . I also thought the min revive was taken as a percentage of the mercs health. Derp. Not sure if reviving all mercs with 30 hp is a good idea, cause then it only takes a shot or two to kill them again despite the regen from the EM field.

@xSil3nt said:
For example, the max amount is 200, and there are 4 mercs on the ground waiting to be revived, the 200 would be split equally among them (they will each be revived 50hp). Also a limit of max amount of ppl that can be revived of 4 is good.

System works for me. Only issue here would be that it can revive 2 100hp mercs to full health, and then the EM field would be used to sustain that health, but EM field only lasts for 10s, snipers could pickoff Ohm and prevent her from healing, and grenade would have a really long cooldown i.e 50s.


(Brycko) #8

Necroing this now that SD might actually be browsing merc suggestions.


(Dysfnal) #9

@Brycko lol I did the same thing with Turner if you remember that