Merc idea, "Bio"


(BushWanker) #1

STATS

-CLASS-FIRE-SUPPORT
-Movement-430
-HEALTH-110
-GENDER-MALE
-NATIONALITY- MYANAMARES (BURMAIN)

WEAPONRY

PRIMARIES
-BR-16
-M4A1
-Driess AR

SECONDARIES
-Selbstatte .40
-Caulden
-D. Eagle

MELEE
-Beckel
-Cricket bat
-Stiletto

ABILITIES

ability#1: Advanced Chemical Metamorphosis Extinction Program, or ACME program for short, this is a Chemical bomb that takes place in an AOE of 5x5.
Anybody caught in the bomb will receive an instant debuff of 20hp and 20movement speed, as well as there vision will start deteriorating and so will recoil management.
This will continue to get worse progressively stretching over a 1min time until they die, or receive medical attention.
However, medics can not help themselves but have to receive medical attention from other team mates.
Just like other deceases this is contagious and can infect other team mates, infected team mates will have a notification above there heads, and will infect team mates in a 4x4 AOE, however, this would prevent the medics from helping them, so medics don’t get infected via contamination.
The instant debuff of ACME does not apply with contamination from friendlies, only from the bomb itself.
This ability has a 47second cool down.
Tell me your thoughts in the comment section below.
Thanks!


(BushWanker) #2

I forgot to mention that he carries “Small ammo packs.” As he is a FireSupport.


(Fyrix) #3

1 min is a long time you could reach almost every health pack on a map within that.

Seems really under powered better off using Skyhammer and he’s free.


(BushWanker) #4

@Fyrix I thought he was OP, no?
Let’s Chang to 24seconds than?


(Dysfnal) #5

Oh no don’t let this kill people, if your team doesn’t have medics you are toast

Overall though, well done, but I have a few nits to pick

  1. The cooldown is VERY long for the utility of the ability
  2. Medics need to be able to heal themselves, this merc would require a team to have 2 medics just to be sure they don’t have a guaranteed death every 2 spawn waves

(Fyrix) #6

Isn’t that the idea of fire supports though?


(Dysfnal) #7

If you’re going to disagree, explain yourself, you can’t deny that this makes medics more necessary than they already are, and if you both can’t control what other people choose, and can’t protect yourself as a lone medic, this merc would be severely unbalanced


(Fyrix) #8

I didn’t need to explain myself as my original comment makes it pretty clear already, perhaps I didn’t take into account that you might have to think a bit. It’s a fire support, there job is to cause devastating amounts of damage in a short amount of time, medics are there to help ease or negate the effects of these.

You literally could say that about any fire support as medics are needed practically all the time. This mercenary is underpowered if anything. It’s a team fault if they don’t have a medic, you get Aura free anyway.

Sure, there doesnt need to be a countdown to inevitable death at full health but your point about the medics is totally flawed.


(JJMAJR) #9

This… is impractical. Too much information would be going through the server to account for all of these debuffs and the perish song effect.

On top of that the perish song effect would barely be relevant unless in a competitive scenario, in that case meaning 5v5s and etc… which again forces people to play a second medic more than ever before.

Not that it doesn’t already happen but it’s way too overt with the effect. At least Aimee’s debuff doesn’t last forever.

This is also a reason why DoT isn’t a thing. You have a limited amount of cards and therefore a counter shouldn’t be so hard or necessary that it’s insurmountable in every situation.


(BushWanker) #10

@JJMAJR that’s why there is a long cool down to make him balanced, and it would be easy to counter because you just need medic support.
And you only need one medic on your team because there immune.


(Naonna) #11

One minute in game is a LONG time. This also impacts users of semi-auto weapons more than fully auto high-rpm weapons. Reduce the time scale, perhaps boost the damage within the area slightly, but remove the spreading effect. In public games, teams aren’t anywhere near organized enough to counter this as it stands.