Merc idea: BlackHat


(MrLashnibro) #1

“What’s yours is mine.”
Description: Having to be a hacker for quite a while,BlackHat didn’t question what he found during his time working with the goverment. Until one day, he stumbled across a hidden file deep within the Dark Web about something called “Dirty Bomb Project”, he was in shock of what he saw. He wanted to tell people about it but by the time was about to tell. It happened, with no one he can trust in and knowing he won’t survive empty hand, he decided to enlist himself as a merc to be hired on MERCServ.
Nationality: Italian.
Class: Engineer.
Health: 130
Speed: 420

Primaries: PASS-12 (SPAS-12), Hochfir, M4A1.
Secondaries: M9, Deagle, Empire-9.
Melee: Beckhill Combat Knife, Stilnotto Stiletto, Cricket Bat.

Abilities:
Ability 1: Convert: This allows BlackHat to hack any electronical equipment against the user or fix his teammates’s equipments. When coverting an enemy electronic, a small sound will be emitted to let you know that the hack is working. The hack will take about 2 seconds and you have 5 charges before having a 9 second cooldown having a total of 45 seconds cooldown for all 5 charges. You’ll also need to be in at least a 10m radius to hack. If it’s a single use electronic like Skyhammer’s Air Strike or Proxy’s Mines then it will only affect once on one of the equipments, but if it’s something like Bushwacker’s Turret then it will be affected until that Turret is destroyed/collected or re programmed by an ally.
Ability 2: Firewall/Extend (Attackers/Defenders): For Firewall, BlackHat will create another disarm barrier that will need to be hack in order to actually defuse the C4 and disable the time left for the C4 to detonate for the Defenders team. He only has 1 charge and it takes 25 seconds to recharge it, he also need to be next to the C4 to initiate the Firewall. The Firewall doesn’t stay forever, it only lasts up to 9 seconds and can’t be stacked. As for Extend, it will extend the countdown ranging from 5-15 seconds, the odds are random and only has 1 charge. The only difference here that it will not block the countdown timer on the Attacker’s team but instead will scramble their timer on the C4 and only 1 has the accurate representation. Both Firewall and Shut Down takes 5 seconds to remove as an Engineer and 9 seconds to remove as a non Engineer merc or Phantom EMP cloak.

Tactics: Try to be observant of where the enemy placed their electronics and get their equipments against them, also alert your Engineers if the enemies’s gears are converted and re progam your teammates’s devices. Use Firewall after you planted a C4 to ensure your chances of winning on the Attacker team but if you’re playing on Defense then it’s better to go in group so you’ll have teammates back you up when you initiate the Shut Down if the situation is too hectic.

Fight Back: If you’re a Phantom, your EMP cloak will immediately disable BlackHat’s hacks to make him unable to hack your teammates. Since his weaponry is close/mid range, it’s best to take him out from afar. That way, you’ll be able to take him out easily and escaping his hack radius.

Mercs he can hack: Aimee/Vasilli (doesn’t detect enemies but detect teammates), Arty, Skyhammer (disable their Air/Artilery Strikes), Aura (Healing Station doesn’t heal teammates and defibs hurt them (this applies to all medics), Bushwacker, Fletcher, Kira (disable her Lazer), Phantom (Refractive Armor reveals him on the minimap and disable nearby teammate eletronics), Proxy, Red Eye (His IR Goggles can’t be used)


(SweetGenocide) #2

Name = meh

1st Ability = pretty simple

2nd Ability = It sounds a little OP, to disarm the C4 on a various range and shut down the timer and scrabme the crap out of it…


(Mr-Penguin) #3

Ok…

“Reprogram” abilities have been suggested to death, so I’ll let @Naonna deal with that later.

As for completely disabling medics and shutting down Fire Supports, that just doesn’t seem right. Timed correctly, you can absolutely cripple a push, not to mentiom that it would be incredibly annoying to be on the receiving end of a hack.

Firewall is incredibly overpowered. While delaying C4 disarm seems like a good idea, making doubling the effective time to disarm is way over the top.

Shutdown, on the other hand, is broken. A merc that can extend the disarm window by a whole 30 seconds would be a requirement to winning as a defender, not to mention that it doubles the time needed to plant for the same duration.

Since both shutdown and firewall can only be effectively countered by an engineer, playing this merc against a team without an engineer would guarantee the win.

My recommendations- Drastically decrease the effect duration on Firewall and Shut Down and turn it into a skillshot grenade type thing. Then it requires skill and timing to make it useful.


(BushWanker) #4

Love the name, love the merc, but he is OP.
So what I suggest is to lower his health to 80 or give him a secondary as his primary…


(SweetGenocide) #5

@Bushwanker giving him a Empire-9 ; MP400 ; Tolen MP would make him 0 usable at fighting, he dosen’t really have an ability to kill.


(MrLashnibro) #6

[quote=“derpypenguinz19;199291”]Ok…

“Reprogram” abilities have been suggested to death, so I’ll let @Naonna deal with that later.

As for completely disabling medics and shutting down Fire Supports, that just doesn’t seem right. Timed correctly, you can absolutely cripple a push, not to mentiom that it would be incredibly annoying to be on the receiving end of a hack.

Firewall is incredibly overpowered. While delaying C4 disarm seems like a good idea, making doubling the effective time to disarm is way over the top.

Shutdown, on the other hand, is broken. A merc that can extend the disarm window by a whole 30 seconds would be a requirement to winning as a defender, not to mention that it doubles the time needed to plant for the same duration.

Since both shutdown and firewall can only be effectively countered by an engineer, playing this merc against a team without an engineer would guarantee the win.

My recommendations- Drastically decrease the effect duration on Firewall and Shut Down and turn it into a skillshot grenade type thing. Then it requires skill and timing to make it useful.
[/quote]

Convert on medics only work on Healing Station and REVIVR, the defibs if affected then you’ll only need to charge it once and release for it to be gone. As for Fire Supporters, if they only damage the enemy but it’s at your place and it’s comp then it will be useless to hack since the results will be the same.

Firewall offers a layer of protection but I get what you mean by the extended time you need to disarm the C4 so I’ll decrease the time Firewall can stay.

Shut Down, while I agree is broken now I think about it but when your team is pinned down and you still can’t defuse then it’ll be a waste.

As for your recommendation: It doesn’t make sense how Firewall and Shut Down can be a grenade shot from a PDA, that just doesn’t make any sense. When you run to the OBJ C4, there’s a high chance you’ll be spotted.


(MrLashnibro) #7

[quote=“Bushwanker;199293”]Love the name, love the merc, but he is OP.
So what I suggest is to lower his health to 80 or give him a secondary as his primary…[/quote]

We don’t want an ENgineer version of Sparks, if he’s low health and has nothing but secondaries, there’s no reason to play him unless you have pinpoint accuracy with secondaries.


(MrLashnibro) #8

[quote=“SweetGenocide;199290”]Name = meh

1st Ability = pretty simple

2nd Ability = It sounds a little OP, to disarm the C4 on a various range and shut down the timer and scrabme the crap out of it…[/quote]

You need to be right next to it to use it. So no, you can’t just snipe the hack into the C4.


(Fyrix) #9

Not a fan of name, abilities aren’t too shaddy.


Naonna isnt the be all and end all of a mercenary suggestion. Literally just say the points yourself. I’m not saying Naonna is wrong but you can make those points just as easy as they can.


(MrLashnibro) #10

[quote=“Fyrix;199353”]Not a fan of name, abilities aren’t too shaddy.


Naonna isnt the be all and end all of a mercenary suggestion. Literally just say the points yourself. I’m not saying Naonna is wrong but you can make those points just as easy as they can.[/quote]

Call me an uncultural swine if you want but who’s Naonna?


(BushWanker) #11

@SweetGenocide true…


(Dysfnal) #12

Wow, I wish I’d thought of this… cough Turner cough

Anyway, my shameless self promotion aside, he’s a bit strong, like really broken strong…

And Fyrix is right, Naonna may have a solid point for most of what he says, but he’s not perfect, he doesn’t know exactly how a merc would behave in-game. Not to say you shouldn’t take his criticism seriously, you really should. And for the sake of people like MrLashnibro, you should make your own comment (my drone rant comment was more of a joke to be honest, I knew Naonna would respond to the thread at some point).


(Naonna) #13

forums.dirtybomb.nexon.net/discussion/28551/merc-idea-turner#latest - I’m just gonna leave this here. It’s nearing 2 a.m. for me, and I don’t have the energy to reiterate my now-ancient comments.

The only modification I’ll make to the above conversation is that Phantom’s EMP directly counters deployable-users with mixed results - with some people in the community feeling this takes a great deal of power away from Aura and Proxy, as it cripples the primary focus of the mercs. - That’s only with a disable - not a self-destruct system or any team-kill potential.


(MrLashnibro) #14

[quote=“Dysfnal;199442”]Wow, I wish I’d thought of this… cough Turner cough

Anyway, my shameless self promotion aside, he’s a bit strong, like really broken strong…

And Fyrix is right, Naonna may have a solid point for most of what he says, but he’s not perfect, he doesn’t know exactly how a merc would behave in-game. Not to say you shouldn’t take his criticism seriously, you really should. And for the sake of people like MrLashnibro, you should make your own comment (my drone rant comment was more of a joke to be honest, I knew Naonna would respond to the thread at some point).[/quote]

Was there something with the drone rant that I missed? I don’t check the forums a lot so I dunno.

[quote=“Naonna;199452”]forums.dirtybomb.nexon.net/discussion/28551/merc-idea-turner#latest - I’m just gonna leave this here. It’s nearing 2 a.m. for me, and I don’t have the energy to reiterate my now-ancient comments.

The only modification I’ll make to the above conversation is that Phantom’s EMP directly counters deployable-users with mixed results - with some people in the community feeling this takes a great deal of power away from Aura and Proxy, as it cripples the primary focus of the mercs. - That’s only with a disable - not a self-destruct system or any team-kill potential.[/quote]

If it’s a self-destruct on the mines then wouldn’t it be the same since both the Phantom and any teammates will still take the hit, even worse in comp.


(Naonna) #15

For clarification about the drone/remote control car ideas, they’re easy to exploit, hard to control, hard to hit in response if they can attack, and can get in the sky box and places they shouldn’t be…

While you’re controlling a drone or remote control thing, you’re not completing the objective in this fast-paced game. I’d also feel bad for the poor dev team who has to program that.

Also, If a drone is completing the objective, there are way bigger balance problems involved in regards of how to disable it. Same goes for repairs at range where a player isn’t at risk, even if some sort of deployable is.

Edit, since I got distracted:
More on topic, any ability which changes how the core gameplay works, such as changing arm or defuse times, becomes a REQUIRED pick for a team to be successful. - Please no. ‘-’


(Dysfnal) #16

To add to @Naonna 's post, a drone completing an objective allows the attacking team an extra man for fighting, and covering said drone. So instead of a 4v5, 5v6, 6v7, or 7v8, the teams are even, making attacking exponentially easier.


(MrLashnibro) #17

If the drone isn’t a test dummy that is because if it is, there’s no point in using it.


(MrLashnibro) #18

[quote=“Naonna;199520”]For clarification about the drone/remote control car ideas, they’re easy to exploit, hard to control, hard to hit in response if they can attack, and can get in the sky box and places they shouldn’t be…

While you’re controlling a drone or remote control thing, you’re not completing the objective in this fast-paced game. I’d also feel bad for the poor dev team who has to program that.

Also, If a drone is completing the objective, there are way bigger balance problems involved in regards of how to disable it. Same goes for repairs at range where a player isn’t at risk, even if some sort of deployable is.

Edit, since I got distracted:
More on topic, any ability which changes how the core gameplay works, such as changing arm or defuse times, becomes a REQUIRED pick for a team to be successful. - Please no. ‘-’[/quote]

The only map I can think of that doesn’t need C4 charge is Chapel. So while REQUIRED but not all the time.


(Naonna) #19

Tailoring a merc to a specific game mode seems short-sighted and goes against the abilities of basically every other merc so far. - Even arty can be used on underground.


(MrLashnibro) #20

I hope you’re joking about Arty can be used in underground because not a single match in my play time have I seen an Arty being used on Underground.