Merc Design: Skjerme


(CPTpurrfect) #1

Class- Assault
HP- 130
Speed- 400

Ability 1: Aegis-Shield:
Skjerme utilises a riotshield in order to lead assaults, but using to allows her only to use her sidearm.
It can absorb up to 300 damage and takes reduced damage from explosives. It also doesn’t cover her front completely, but the outsides of her lower legs, her feet, her left shoulder and her right arm which wields her secondary are exposed. If she aims she will also lower her shield, drastically decreasing the amount of cover it provides. Switching to the shield takes 1.2 seconds since it needs to unfold.
Using her shield reduces her movementspeed drastically. She also needs about 0.7 seconds to fold the shield back. This folding time is removed if the shield got destroyed.
Cooldown- Up to 40 seconds, depending on amount of damage taken, essentially while it is sheathed it regnerates 10 health per second, with additional 10 seconds if it broke.

Ability 2: EMP-Grenade
Skjerme throws an EMP-grenade which disables enemy turrets as well as ammo and health stations for 10 seconds. Enemy scanners and explosives are destroyed. Explosives do not explode if destroyed that way.
Cooldown: 25 seconds
Radius: 2 m

Weapons:
Primary: Seperat 12*/Ahnuld/SMG-9
Secondary: Rivet*/Smjüth & Whetsman/Tølen MP
Melee: Handaxe*/Cricket Bat/Beckhill CK
*= defaults

Separat 12 (shotgun)
87.5% move / 115 MS / 5 pel. x 19 dmg / 75 RPM / 0.8 sec/bullet / 6 bullets per clip, reserve: 18 (max 30) / dropoff 12 - 40 m)
A heavy shotgun which still performs good at range with a high accuracy.

The Rivet(shotgun sidearms):
95% move / 115 MS / 6 pel. x 13 dmg / 60 RPM / 1.1 sec / 3 bullets per clip, reserve: 12 (max 18)
A fairly low accuracy makes this weapon even without dmg drop ineffective for everything more than 6-8 m away.

The handaxe is essentially a Kukri with slower charge attack (1.250 sec vs 0.966), which however deals increased dmg on it (100 vs 85). (Who yells now “buffed Katana?! OP!!” a) its exclusive to this in comparision pretty slow merc and also hitting it requires a lot of practise)

Perks:
Since I would need to define whole perk sets for the different loadout I will only mention special perks exclusive to Skjerme.
Quickshield (name in progress. if someone has a suggestion?): Decreases her deploy time to 0.7 seconds and the time it takes to fold it back to 0.45
Improved Nanofibre: Her shield regenerates 15 health per second instead of 10. This does not reduce the 10 seconds break-penalty.

If I find time, I will make some sketches on how I thought she should look. (Basically a buffed female character, pretty tall. Shield is supposed to have a six-sided diamond-form)

(Skjerme is - at least according to google translate which i usually don’t trust one bit - norwegian for “shield”)


(CPTpurrfect) #2

Can someone tell me please how to delete this comment. fml.


(CPTpurrfect) #3

Here a first draft so you can imagine how she SHOULD look


(as said this is just an early draft so the quality wasn’t my focus)

The thing on her left arm is essentially her shield, which unfolds until it covers most of her body from the front.


(BushWanker) #4

I like it, it’s unique and goes well with the EMP.
I also like your new weapons.
Maybe it might conflict with Turtle when he gets released.


(CPTpurrfect) #5

Well since Turtle’s shield is a deployable cover it is more defense-oriented and reduces the momentum of the enemy.
Skjerme’s design is basically an offense point(wo)man/tank who charges in, therefor she is more attack-oriented by improving the momentum your own team has. Funny enough if you think about it Turtle’s cover is the only thing not affected by her EMP.
The “explosives do not trigger” part was kinda what I put in to prevent her from being solely good as attacker, since you for example can safely defuse proxy mines thrown by a suicide diving enemy proxy who tried to blow up your heal/ammo station. Considered at one point to give her two charges, but dropped that in favor of a lower cooldown.

Also the basic idea came from Rhino and Turtle, since those are defensive powerhouses (or in Turtle’s case “probably will be once he is released”) and I thought "well you got Thunder and Fragger, but those aren’t nearly as bulky as the big guy, and unless Turtle’s deployable cover has laughable amounts of health (and would therefor be pretty useless) you could count him as “pretty damn tanky”, too.
So I wanted a tanky attacker who could take Rhino head-on, but without giving him (or as it turned out her) such a huge lifepool, since that would make him slow af and therefor a bad attacker. So when I thought about how to make him “tanky when you need it” and stumbling across Turtle that idea was born.
Afterwards I read some people would like to see a “tanky fem merc” so I was like “well (s)he IS carrying a shield, so you could just make her a buffed gal, no need to bulky herself”.
And that is kinda how Skjerme was born.^^


(BushWanker) #6

Haha, well im a fan of Skjerme, maybe the name is a bit hard to pronounce but thats it.


(CPTpurrfect) #7

Thanks! I originally wanted to create a portrait of her today, but I am sick since last Saturday and (just when I wanted to start) I felt pretty nauseous. Once I’m back on the track I try to get the portrait done.


(Naonna) #8

So the EMP is a better and throw-able version of phantom’s. - I dislike this, but I’ll get back to the first ability.

Limiting the user to a secondary and shield works fine in Rainbow 6 Siege, but less so in dirty bomb, given the high mobility and speed of the game.

The best part of this character as I can tell, is the lack of a head shot multiplier from the front. Otherwise, dirty bomb’s time to kill will melt this character unless they have medic support. Having a tank is nice, but not always the most efficient strategy in this game, I worry. We’d have to see what happens with testing.


(CPTpurrfect) #9

[quote=“Naonna;c-222297”]So the EMP is a better and throw-able version of phantom’s. - I dislike this, but I’ll get back to the first ability.

Limiting the user to a secondary and shield works fine in Rainbow 6 Siege, but less so in dirty bomb, given the high mobility and speed of the game.

The best part of this character as I can tell, is the lack of a head shot multiplier from the front. Otherwise, dirty bomb’s time to kill will melt this character unless they have medic support. Having a tank is nice, but not always the most efficient strategy in this game, I worry. We’d have to see what happens with testing.[/quote]

So… about the EMP, Phantom and Rainbow 6:

  • I hate Phantom for him being the epitome of many things wrong in DB at this moment - at least imho and his overly bloated refractor armor is basically what it boils down to. It encourages solo play and usually if you have one in the game he may has a positive K/D (or not) - in any case in 99% of the times he won’t do contribute towards the objective - partially because the player is f*ing stupid, partially because Phantom himself encourages this playstyle
  • I actually would love to see more EMPs than just Phantoms, since it is a very strong kind of ability, not even being situational or anything, so that if you want to play an EMP that you are not forced to play Phantom
  • In difference to the operators in R6 Skjerme still has access to a primary weapon, allowing her to switch between her shield and her gun depending on the situation, for example she can use her shield to cover an objective expert repairing an EV or to use her primary in order to help her team to push the enemy back

(NuclearCats) #10

The character seems like Zarya from O.W.

Is the shotgun secondary a Semi auto shotgun? or does she need to let down her shield to pump the gun? and when reloading, can the shield be deployed?


(CPTpurrfect) #11

@NuclearCats said:
The character seems like Zarya from O.W.

Is the shotgun secondary a Semi auto shotgun? or does she need to let down her shield to pump the gun? and when reloading, can the shield be deployed?

Sorry for leaving this open for so long. Back now. (Lot of stuff happened. Including me getting sick and finals)

Tbh I didn’t really think of Zarya when I created her (not even joking).
My thought was “modern days viking female warrior”, and since she was supposed to be a tank (and look the part) it went down to
a) fat
b) buff
Since a) didn’t really cut the viking part too much in my opinion I went with her being super buffed.

I actually didn’t think about reloading, which is a good point of you, but gimme some time (I swear it won’t take me another 3 months. PROMISE.) to figure something out, as I don’t want to decide this without thinking about it. Currently my first thought is that she CAN reload with the shield up but with reduced reload time or that she cannot. I don’t think I will decide for unhampered reloading with the shield up.
As said previously (if I didn’t forget to mention this) she can hipfire secondaries while her shield is up. If she uses iron sights she will lower her shield so it wouldn’t cover a majority of her body anymore (basically only the lower torso and the legs).

Edit: Now I want to design fat Skjerme. Though I don’t want at the same time.


(arharr3) #12

Actually I disagree about his weaponry.
5x19 is 95 damage. Remburg deals 96 damage , and there are LOTS of complaints how OP shotguns are. Usually all pellets deal the same damage (8) with only their amount being increased/reduced for each shotgun (Remburg has 12 pellets). So if you reduce the amount of pellets but increase their damage in combination with this falloff/accuracy combination it turns the whole weapon into a super annoying monster. Just give him the Remburg or hollunds, those are easier to balance and wont require a new model or shittons of skins.
For secondarys just stick with mps. Shotguns are really powerful and we really dont need more.


(Deathawk101) #13

Okay. A heavy shotgun with good range? Everyone would be one-shotting others from a distance.