Merc: Dispatch


(MrLashnibro) #1

“No matter how advanced you are, you still have a flaw”
Description: Being the oldest member of the GSG9 to date, he has a dislike for technology and since he can’t beat them he backfires it with an EMP strike. Now that the Dirty Bomb event came with an electric gun that revives people, an ammo or healing station that will give to any nearby mercs even an auto turret, it’s time for him to put use to those EMPs
Nationality: German
Class: Engineer
Gender: Male
Health: 120
Speed: 410

Primaries: Hollunds 80, Blishlok, Hochfir
Secondaries: Empire-9, Deagle, Caulden
Melee: Stillnotto Stiletto, Beckill Knife, Kukri

Ability:
EMP strike: He calls in an EMP strike by putting down a beacon that will take 2 seconds to call it in. Once finished, the EMP will shutdown all enemies’ merc abilities that are related to electricity for 45 seconds and will add up if the enemies’ abilities are on a cooldown and as the merc’s name implies, it can turn off enemy communications, what this means is that when they use a command at close about 5m they will do the regular shout but when 15m away and they use commands they won’t hear anything and it won’t show up on the chat. Here’s a list of mercs affected:
Aura, Arty, Bushwacker, Fletcher, Proxy, Skyhammer, Sparks, Phantom, Red Eye, Kira, Stoker (only the Ammo Station), Phoenix (Only the defibrillators), Vassili.
He can only have 1 EMP strike at a time and it has a cooldown of 1 minute, it also has an AOE of 25m.
Tactics:
Use it where the enemies are clustered like moving the EV or defending from the C4 target, using it head start on where medics are located is a good target since no defibs would mean slower revive time.
Fight back:
Since all of his weapons are close range, you can try to get him far with an AR or a sniper rifle. His beacon can be destroyed with a single melee hit or just shoot at it and it will take 15 seconds for him to get a new one. When he deployed one keep an eye out on the minimap where it will highlight a blue circle indicating where the EMP strike will hit and use that info to avoid it’s blast radius.


(HunterAssassin5) #2

turning off enemy defibs is scary enough, a team can function without a medic, but a team with a medic that suddenly loses their ability to get rezzed, and perhaps even their ability to heal and get ammo, get situational intelligence, fire support, engineer support…preeetty powerful in the right hands. At first I intended to brush this off as skyhammer’s + thunder(thunderception), but there’s a little more to it than I expected.


(Your worst knifemare.) #3

Going to have a hard time fighting back since my go to mercs include sparks and bushwhacker

Other than that i like the idea


(PoisonBoost) #4

I do not know about engi as his class, sounds more like fire support since he doesn’t like technology. It just doesn’t make sense. Other wise it an interesting idea, think of a counter merc to balance his emp, maybe Turtle’s shield will have something that protects people from the emp in a certain radius. The point is it is cool but needs balancing.


(sgtCrookyGrin) #5

why not just take away Thunder’s CONC/BANG EMP effect, give it to an engie, give this ability a strong effect for this engie, and essentially create a Thatcher from SIEGE.


(MrLashnibro) #6

@PoisonBoost
Turtle’s shield countering an EMP wouldn’t make sense to me since from the E3 trailer looks like it’s powered by electricity, also how does he match a fire support? Fire supports have big explosions, a space laser and Fire nades while this guy just erupts them (well most of them).
@sgtCrookyGrin
Thunder’s EMP effect IMO is more like a distraction since it only works for a few seconds and I think the alpha version of him with the flash effects lasts longer and make your movement inverted is better than what we have now. Also I’m basing off MW2 EMP strike NOT what you mentioned above because I don’t know what Siege is.


(Swifty) #7

It sounds good right but the big problem is what happends if the enemy team spam this ability, i know you said 45 seconds but we’ve already had a rotation with nader on and litterally everyone goes nader and spam spam spam spam round corners but if dirty bomb had this character and then went on rotation we’d have nobody able to use their ability for good portion of the game. :neutral: Needs nerf.


(MrLashnibro) #8

@Swifty
People on the first day would be raging yes but if they attention to the minimap, this ability is avoidable


(HunterAssassin5) #9

Turret spam is annoying. Mine spam is annoying. Anything spam is annoying. Except maybe Spam spam.
Don’t see them nerfing everything based on spamability do we?


(MrLashnibro) #10

[quote=“TheRyderShotgun;155662”]Turret spam is annoying. Mine spam is annoying. Anything spam is annoying. Except maybe Spam spam.
Don’t see them nerfing everything based on spamability do we?[/quote]

Yes. Things we spam they don’t nerf, things we don’t spam cough Thunder cough they nerf.


(Naonna) #11

So… you just said to disable defibs… and make a medic useless for a short time - along with any mercs which use deployables? Please no. (also r.i.p. sparks: having no primary weapon)


(Brycko) #12

[quote=“MrLashnibro;173918”][quote=“TheRyderShotgun;155662”]Turret spam is annoying. Mine spam is annoying. Anything spam is annoying. Except maybe Spam spam.
Don’t see them nerfing everything based on spamability do we?[/quote]

Yes. Things we spam they don’t nerf, things we don’t spam cough Thunder cough they nerf.[/quote]

Now that they’ve reduced Thunder’s Cooldown, I do spam the grenades. They’re just really ineffective. Not enough time to destroy deployables and enemy. Usually destroy myself. That being said, its unlikely SD will remove the EMP effect from Thunder. Seems like alot of people want something more from an EMP or anti-deployable like ability.


(MrLashnibro) #13

@Brycko and they for some reason decided to remove his EMP and gave it to Phantom


(Demonic_Muff1n) #14

[quote=“MrLashnibro;24701”]“No matter how advanced you are, you still have a flaw”
Description: Being the oldest member of the GSG9 to date, he has a dislike for technology and since he can’t beat them he backfires it with an EMP strike. Now that the Dirty Bomb event came with an electric gun that revives people, an ammo or healing station that will give to any nearby mercs even an auto turret, it’s time for him to put use to those EMPs
Nationality: German
Class: Engineer
Gender: Male
Health: 120
Speed: 410

Primaries: Hollunds 80, Blishlok, Hochfir
Secondaries: Empire-9, Deagle, Caulden
Melee: Stillnotto Stiletto, Beckill Knife, Kukri

Ability:
EMP strike: He calls in an EMP strike by putting down a beacon that will take 2 seconds to call it in. Once finished, the EMP will shutdown all enemies’ merc abilities that are related to electricity for 45 seconds and will add up if the enemies’ abilities are on a cooldown and as the merc’s name implies, it can turn off enemy communications, what this means is that when they use a command at close about 5m they will do the regular shout but when 15m away and they use commands they won’t hear anything and it won’t show up on the chat. Here’s a list of mercs affected:
Aura, Arty, Bushwacker, Fletcher, Proxy, Skyhammer, Sparks, Phantom, Red Eye, Kira, Stoker (only the Ammo Station), Phoenix (Only the defibrillators), Vassili.
He can only have 1 EMP strike at a time and it has a cooldown of 1 minute, it also has an AOE of 25m.
Tactics:
Use it where the enemies are clustered like moving the EV or defending from the C4 target, using it head start on where medics are located is a good target since no defibs would mean slower revive time.
Fight back:
Since all of his weapons are close range, you can try to get him far with an AR or a sniper rifle. His beacon can be destroyed with a single melee hit or just shoot at it and it will take 15 seconds for him to get a new one. When he deployed one keep an eye out on the minimap where it will highlight a blue circle indicating where the EMP strike will hit and use that info to avoid it’s blast radius.[/quote]

Great idea but i think 45 seconds is way to long, especially because this ability will also affect medics healing abilities but still a great idea.


(MrLashnibro) #15

@peppyCandle well it maybe long but if you pay attention to the minimap it’s easily avoidable (even better with Guardian Angel).


(Demonic_Muff1n) #16

@MrLashnibro i didnt realise it was only in a certain radius cause i thought it was throughout the whole map


(MrLashnibro) #17

If it was the whole map, even himself on the enemy team can’t use it. That’s why it has a radius.


(Demonic_Muff1n) #18

i say if we wanna nerf this character we should either reduce the time electronics are affected or reduce the aoe (depends on the aoe however)


(MrLashnibro) #19

The AoE is 25m which is reasonably avoidable, the timer if I want to reduce it then it would be 30 seconds but the recharge time for the EMP would be 45 seconds. Also he needs to put down a beacon that will take 2 seconds to actually call it in so the enemy team has some time to destroy it.


(fluorescentUrchin) #20

[quote=“Brycko;175524”][quote=“MrLashnibro;173918”][quote=“TheRyderShotgun;155662”]Turret spam is annoying. Mine spam is annoying. Anything spam is annoying. Except maybe Spam spam.
Don’t see them nerfing everything based on spamability do we?[/quote]

Yes. Things we spam they don’t nerf, things we don’t spam cough Thunder cough they nerf.[/quote]

Now that they’ve reduced Thunder’s Cooldown, I do spam the grenades. They’re just really ineffective. Not enough time to destroy deployables and enemy. Usually destroy myself. That being said, its unlikely SD will remove the EMP effect from Thunder. Seems like alot of people want something more from an EMP or anti-deployable like ability. [/quote]

Unlikley they will remove the EMP effect from thunder? enjoy the unlock and load update! where phantom now has an EMP effect for no reason at all and makes him even easier to spot! just look for those powered down deployables and you will soon find that sneaky rascal!