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
).
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
- 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.
- 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