[i]“You’re so… weak”.
Crocodile, like his namesake is a rugged, insensitive killer. Before the Dirty Bomb conflicts, Crocodile spent time in the Egyptian Ground Forces and gained an excellent track record - no matter how many bullets were fired in his direction, Crocodile never seemed to topple. Complementing his unwavering physique, Crocodile wears an intelligent liquid armour suit into battle, adding even more survivability to his already abrasive physiology.
Assault, 180HP, 360SP.
Primary Ability - Solid Skin
Crocodile hardens his armour, greatly increasing his resistance to damage, however, greatly reducing his mobility as a consequence.
Whilst Solid Skin is active it will take 60% of all incoming damage until it accumulates a total of 200DMG after which Crocodile will take all following incoming damage normally. During Solid Skin’s use, Crocodile will be unable to jump, walljump, or sprint. Upon activation, Solid Skin will remain active for 10 seconds, after that a cooldown of 25 seconds will begin.
Secondary Abilty - Jaws
Crocodile throws down a leg-hold trap that locks it’s victims into place and does 60DMG when stepped on. Jaws can be broken by dealing 40DMG to it. The cooldown for Jaws is 30 seconds.
Primaries - Ahnuld, Rhemburg, Hollunds.
Secondaries - Caulden, DE 50., Simeon.
Melee - Beckhill, Stilnotto, Kukri
Appearance - Hailing from Alexandria, Egypt, Crocodile posesses a dark, earthy skin tone and inky black hair. His facial features include a thin, defined nose, a rigid jawline, and bright, yellow eyes. Crocodile can be described as tall and atheletic.
Crocodile sports an armoured vest that comes equipped with shoulder protectors and a kevlar hood.
Author’s notes: [spoiler]So… I know a guy, he really likes to talk about “tank-tics” as if “tanks” actually exist in this game - they don’t. Each weapon in the game is capable of scoring headshots, greatly increasing (doubling) the DPS of a gun to the point where it is no longer logical to assume that “tanks” make an actual difference in high-level play. Enter the solution: Crocodile - no offensive abilities, just pure defense.
Crocodile’s “Solid Skin” ability allows him to sponge up 200HP worth of damage at a rate of 60% damage, to put that into perspective, for every 10DMG dealt to Crocodile, 4DMG goes towards his health and 6DMG goes towards his armour - this means that it will take around 33 headshots from the minigun to take out Crocodile’s armour and even after that he’ll still have around 48HP left to soak up any damage - and this is assuming that the Rhino is going to get 100% headshots, which is very unlikely.
Now, Crocodile probably sounds unhealthily tanky right now, borderline OP even, and that’s where “gameplay balancing” comes into effect. When Crocodile uses Solid Skin, he becomes slow and his movements are very single-planed due to his inability to jump or sprint which also makes him a very easy target to track, this opens up a lot of potential for him to get headshot, however, a good Crocodile will know how to maneuver themselves to dodge effective shot placement. Another balancing factor is his weapons. Crocodile’s weaponry is all very short ranged, this means that Crocodile has to get close to do any real damage, and with his speed and low maneuverability, getting close will either be really difficult or really dangerous.
To break it down further, Crocodile is basically an effective meat shield in high-tier matches that also specialises in destroying campy Rhinos in CQC. [/spoiler][/i]
With his immense ammount of blocking (freakin 300DMG) the penalty to movement would have to be like 330 leaving him with 30 movement speed. Heck I woudlnt ever play such a slow merc even if he could get 20 headshots, whats the point in that?