[Merc] Echo


(gg2ez) #1

“Music to my ears!”

Recon,100HP, 440SP.

Even before the DB conflicts, Echo made a living as a mercenary. His signature gadget, the Sonar Visor allows him to easily see (or, more accurately, hear) his tagets wherever they are.

Primary Ability - Sonar Visor

  • The bread and butter of Echo, the Sonar Visor is a device that allows Echo to ‘see’ sounds. Depending on their distance away from Echo, the Sonar Visor can visually represent any sounds made by guns, explosions, or echos created Echo’s secondary ability, the Sound Grenade. The Sonar Visor has a usage time of 10 seconds and a 15 second cooldown.
  • Extra detail: Gunshots are visualised as a muzzle flash and explosions are visualised as… explosions.
  • Flavour text: The Sonar Visor works by receiving soundwaves and using their frequency, wavelength, amplitude, and direction to determine the exact location of the sound and then visualising it on the HUD of the ski-like goggles.

Secondary Ability - Sonic Grenade

  • Echo tosses a grenade-esque device that emits a single pulse of sound at an ultrasonic level. The Sonic Grenade’s pulse of sound moves at 400SP for 1500 UU (15 meters) in a spherical pattern. If the Sonar Visor is on, the pulse is visible as an outwardly growing dome. Any enemy players that come into contact with this invisible dome will be revealed on the Sonar Visor as a silhouette visible through walls for three seconds, in these three seconds they will also be spotted. Cooldown is 20 seconds.
  • Flavour text: Emitting the same frequency of sound as is used for ultrasounds, the Sonic Grenade penetrates walls to give the wearer of the Sonar Goggles an accurate reading as to where targets may be.

Weapons - Primary

  • [NEW] BADAS AR
    [list]
  • The BADAS AR is a fast-firing, high-damage assault rifle inspired by the FAMAS. Compared to other assault rifles, the BADAS has a wide (almost max-Grandeur-like) spread and high damage falloff thus making it unsuitable for long-range engagements. In order to compensate for its pitiful range, the BADAS’ high bullet damage and high rate-of-fire can shred enemies in CQC.
  • Stats: [spoiler][list]
  • Damage /bullet: 23
  • Rounds /minute: 750
  • Rounds /magazine: 30
  • Run speed: 87.5%
  • Recoil: Strong (identical to K-121’s recoil per bullet)
  • Spread: identical to Grandeur’s spread after 3 shots.
    [/list]
    [/spoiler]

[] Crotzni
[
] SMG-9
[/list]

Weapons - Secondary

  • M9
  • Selbstadt
  • Caulden

Weapons - Melee

  • [NEW] Rapier
    [list]
  • The Rapier is a lightweight, agile, thrusting weapon. Due to the Rapier’s thrusting attacks, the damage window is very narrow when compared with slashing attacks like the Katana’s light attack. To compensate for the narrow damage window, the Rapier can attack in very quick successions.
  • Stats/reference picture: [spoiler][list]
  • Light attack: The Rapier is thrust forward in a quick stabbing motion. 50DMG, 0.3 seconds.
  • Heavy attack: The Rapier is held in a defensive position for 2 seconds, within thise 2 seconds the Rapier will parry any melee attacks and counterattack with a light attack. 50DMG, 2.3 seconds.
  • http://wiki.cantr.net/images/4/45/Steel_rapier.jpg
    [/list][/spoiler]
    [/list]
  • Cricket Bat
  • Beckhill

(Mr-Penguin) #2

I came in expecting a sound-based merc, and that’s what I got.

Nice idea!


(gg2ez) #3

@derpypenguinz19

Thanks! Can you take a look at the cooldown times of each ability and give me your opinions on them?


(boerhae) #4

The secondary ability could last 5 seconds with a 3 second cooldown each time.

Also, I found this. The Six12 was originally intended for breaching doors, maybe there could be some use in that?


(gg2ez) #5

[quote=“Boerhae;151986”]The secondary ability could last 5 seconds with a 3 second cooldown each time.

Also, I found this. The Six12 was originally intended for breaching doors, maybe there could be some use in that?

-snip-[/quote]

I want the secondary ability to work like Redeye’s IR Goggles in the sense that it can on/off as it pleases as long as it has 1 second or more on the cooldown meter empty. What concerns me more is whether 4 seconds is too short.

There isn’t really anything to breach in DB so it looks like the Twelve6 will just be a standard weapon. Cool video though, the Six12 looks sexy as.


(Naonna) #6

wait… so… it’s a super-red-eye with spotting through walls and slightly closer ranged limitations. ‘-’ … Gee, i wonder if there’s a flaw with this…


(gg2ez) #7

Oh no he has goggles, must be another Redeye clone.

@Naonna tell me exactly how this merc eclipses Redeye at all? The only thing here even bearing slight resemblance to Redeye is the fact that he has goggles, and Redeye’s goggles spot anything he looks at and he can do that for 13 seconds. Echo’s goggles only show the outline of people that he’s spotted with the Sonar Grenade… for 4 seconds… every 23 seconds. I assume to misinterpreted the OP and thought that the goggles spotted people through walls.

So tell me, exactly how is this merc “super” in comparison to Redeye? The only thing that he does better than Redeye is situational awareness.


(Naonna) #8

Seeing people fully through walls makes stealth literally impossible. - The only way I could consider echo as balanced is because of the 23 second cool down and time in between. - If the numbers are tested in-game, I’d have no issue with the merc: just expect a lot of tweaking if implemented.


(gg2ez) #9

Because it’s not like the spotting mechanic already does that right? You’re worried about the balance of an ability that reveals an enemy’s position for 4 seconds in a game where movement is the key to survival.

Answer the question @Naonna , how does this merc eclipse Redeye?


(Naonna) #10

red-eye excels at long-range, which is a good point: this merc could be the indoor-version: I’ll admit you’re right about me PROBABLY worrying more than I should.

(Even so, I’m a bit biased, given that I want Phantom to have as few hard-counters as possible, in my fantasy that he’d suddenly become good. Q~Q.)

I’m fine being wrong sometimes.


(gg2ez) #11

[quote=“Naonna;153005”]red-eye excels at long-range, which is a good point: this merc could be the indoor-version: I’ll admit you’re right about me PROBABLY worrying more than I should.

(Even so, I’m a bit biased, given that I want Phantom to have as few hard-counters as possible, in my fantasy that he’d suddenly become good. Q~Q.)

I’m fine being wrong sometimes.[/quote]

As a guy that plays Phantom a fair bit, I understand your concerns, but SD needs to make Phantom good, not weaken other mercs to bring them down to Phantom’s level. I’m sure that once SD gets their head out of the toilet the DB mercs will be on a whole lot more of an even playing ground.


(gg2ez) #12

Updated the original thread, Weapons lineup has been altered - the Twelve6 shotgun has been replaced by the BADAS AR and the Katana has been replaced with the Rapier.


(SereneFlight) #13

Damage /bullet: 2
Rounds /minute: 750
Rounds /magazine: 30

Recoil: Strong (identical to K-121’s recoil per bullet)

Sooo… MK46 with K-121’s recoil, reduce the mag size by 55 and damage by 9… …


(HunterAssassin5) #14

rambling about sonar for a while. no, i just read a lot of tom clancy, don’t take my word for it, just move on if you feel like it
[spoiler]passive sonar: a stealthy form of sonar detection where you simply listen for sounds without making any yourself, at least not intentionally.

active sonar: a more aggressive form of sonar detection where sound is emitted to find targets by bouncing sound waves off them. basically echolocation if you understand that better. its riskier because you’re emitting noise yourself.

passive sonar is preferred over active mostly due to its main use in submarine warfare. as i book put it, using active sonar is like finding a thief in a dark house using a flashlight. you’re giving away more information than you’re getting most of the time, but there are some situations you might want to go active, so you take active systems along with you just in case.

in other words, I’m saying you could overhaul the ability to be more “sonar-like”, where you essentially use passive mode to detect enemies without them knowing they were detected because you simply listen for the sounds they make, and you fire up active mode to hammer them with “you have been detected” alerts to deter them and to cut through loud gunfire that (maybe) drowns out footsteps and the like(?)
enough of me, though, back to business.[/spoiler]

from what i can tell, the primary is basically a sticky bomb version of lassie’s snowball, with a shorter effect duration and longer cool down(9 seconds of usage followed by 23 of cool down seems a bit much tho, seriously)

maybe it docent matter, though, the secondary is a bit of an overkill version of redeye’s IR goggles. outline of enemies through walls(don’t know if it has a serious contrast to the environment like with the IRG) while the sonar made is active and being able to pinpoint the sources of gunshots and explosions(I’m guessing this is a detection icon placed over where the gunshot was, and not following an enemy player around). 4 seconds of usage…what about cool down?

(ill be needing to go to bed now, btw)


(gg2ez) #15

[quote=“SereneFlight;162421”]

Damage /bullet: 2
Rounds /minute: 750
Rounds /magazine: 30

Recoil: Strong (identical to K-121’s recoil per bullet)

Sooo… MK46 with K-121’s recoil, reduce the mag size by 55 and damage by 9… …[/quote]

@SereneFlight
:lol: My bad, the damage is meant to be 23, not 2.

Nope, not a Sticky Bomb version, more like a grenade that blows up when it hits something.

An overkill version of IRGs? The only thing it has in common with the IRGs is the fact that they’re goggles. Redeye’s goggles can spot people and see through smoke for 13 seconds, the Echo Visor is like a flash-preview of where enemies are. It’s like the HRV from Blacklight: Retribution except it only works in the presence of a Sonar Grenade. Regarding the gunshots and explosions, the muzzle flash of the gun will be shown and the explosion will be shown through walls. In a sense, the maximum usage time is the cooldown, as in it can be used as long as there is 1 second free on the cooldown timer.

Not that any of this matters anymore as I plan to overwrite the abilities.


(Sinsanatis) #16

@gg2ez so its basically a combination of vassilli and redeye. also, i dont really see the rapier working too well. especially with that secondary attack.


(gg2ez) #17

@Sinsanatis

Not sure why everyone seems to think that having goggles makes you Redeye and having a throwable detector makes you Vasilli.

Wanna go into more detail on how you think the Rapier won’t work? ‘I don’t think…’ isn’t exactly an informative bit of criticism.


(Naonna) #18

People hate that the katana can 1 shot light classes: even with Fletchers running rampant. How would your sword fix this criticism?

The reason everyone thinks goggles=red eye is because that is what makes his merc unique. - Similarly, throw-able spotter=vasili It’s their defining abilities. having a merc which blends these in any way will be seen by some as just a copy. It’s similar to how people compare Skyhammer with Arty. Yes they play differently, but they’re similar enough to warrant conversations. - SD, in my opinion, should focus on making sure each merc is notable at being unique ENTIRELY. While this may limit and exclude some very nice abilities and powers, it will keep members from pointing out ‘similarities’ between mercs where there may be none.