A few merc concepts because I haven’t made anything new in about a month and because I can’t be arsed to come up with a backstory or appearance.
Bore- Fire Support
100 (110?) HP, 420 SP
Primary Ability- Breach Charge
CD- 45 sec
Bore loads a breach charge into a launcher and fires it. With a two-step detonation process, the breach charge will impact into a target and then begin to drill into it. Pressing the Primary Ability button again will cause the charge to detonate. The longer the charge is allowed to drill into the target, the more damage it will do at the cost of AOE damage. If the charge is detonated without drilling, it will act as a massive grenade of sorts with a 1.5 second delay before detonation. Be warned though- the charge can be destroyed by gunfire while drilling, which will cause it to deal much less damage.
TL;DR- Letting the charge drill in more will deal more damage to a single target (usually the EV), but not drilling it will turn it into a massive egg of death.
Puppeteer- Assault
120 HP, 400 SP
Primary Ability- Snare Bomb
CD- 25 sec
Puppeteer tosses a Snare Bomb that rolls shortly (can also roll on ceilings and walls!) before detonating, releasing a cloud of strands into its AOE that temporarily slow enemies. If they are unable to escape the AOE after 2 seconds, the strands knit together and lash the unfortunate enemies to the remains of the bomb, slowly dragging them in and restricting their movement while dealing 10 DPS.
TL;DR- Tosses bomb that ensnares enemies and makes them easy targets for headshots, as well as clumping them together for more lethal explosive abilities.
Conduit- Assault
130 HP, 395 SP
Primary Ability- Volt Spike
Conduit launches a spike that deploys quickly after landing. After deployment, the spike quickly emits a massive jolt of electricity that stuns and deals all enemies in its radius for 40 damage over 2 seconds. After that, all enemies in the radius suffer from a 10% speed decrease and periodic visual aimpunch as long as they remain in the AOE of the spike. Also, if another enemy comes closed to a shocked enemy, the electricity jumps to them, dealing damage and slightly stunning both the affected enemy and the one that came close. Enemies can be reshocked, and deployables act as a conduit of sorts to extend the range of the shock AOE and refresh damage.
TL;DR- Tosses a spike that electrifies enemies. Shocked enemies can have their charge chain to other enemies, and deployables extend shock AOE.
Notes and Analysis
[spoiler]
Bore is a rather novel fire support idea revolving around the trade-off between AOE and direct EV/objective damage. Should I wait to drill and risk the destruction of my breach charge? Or should I detonate early to eliminate the enemies around the EV? That’s what should be going through Bore player’s heads.
Puppeteer is a re-imagining of a previous merc idea, Grapple, that could lash enemies to walls to set up quick kills and limit mobility. Rather than go and reuse the single target lash though, Puppeteer uses an AOE snare, and enemies unlucky enough to be caught within will find themselves unable to escape and quick to eliminate with headshots.
Conduit is a little bit more interesting. I imagine a merc with the Volt Spike as a hybrid between Thunder and Stoker- stuns and an AOE area that keeps enemies out lest they want to be slowed and damaged. As a plus, it also keeps teammates away from each other and turns their deployables against them, as they become jumping points for more electric shocks. I had a great time imagining this put to work against Bridge defenders camped in the barricade room or the GH building.
[/spoiler]
I hoped you liked these merc ideas! Thanks or reading, and feel free to leave feedback below!
