Merc Idea - Bryk


(modded) #1

Name: Bryk
Class: Engineer
HP: 80
Speed: Maximum
Primary Weapon: Over-under double barrel shotgun.
Secondary Weapon: Accurate handgun.
Ability 1: Adrenaline Shot
Ability 2: Radial EMP

Details:
The primary shotgun would do significantly more damage per shot (1 barrel not both, no option to fire both simultaneously) than a pump action shot would (by about 20%). The rate of fire would be capped at 450, which means that a player could empty both barrels fairly fast. The reload would be about 2.3 seconds, which is slower than reloading 2 shells in the other shotguns currently in game, but faster than an assault rifle. This gun would be able to quickly dispatch an enemy very quickly up close, with a higher OHK chance/longer OHK range than the current shotguns. On the flip side, not only will it be very weak to multiple hostiles, it will also be weak for inaccurate players who miss. The only way to effectively mitigate this gun’s major drawback is to pick your fights wisely, and play smart around cover. Shotgun picture:

The secondary pistol would be an extremely accurate semi-automatic pistol, with a small mag (7-8) and average damage. This pistol would be great for clearing enemy mines at a distance, or allow an accurate player to get some headshots at range. The small magazine and average damage prevent the player from effectively engaging outside of close range, but an accurate player can lend a helping hand even from a distance. Maybe a low zoom (1.3x) holo/reflex sight would be nice. Pistol picture:

The Adrenaline Shot power can be balanced in several ways. I’ll just list 2 ideas.
A. 20 second cool down, 5 second period of activity. Increases sprint speed by 20%, hipfire and reloading do not break sprint (ADS fire will break sprint).
B. 10 second cool down, 3 second period of activity. Increases sprint speed by 15%, reloading does not break sprint.
Any of those variables can be tweaked for balance, the general concept should be clear though.

The Radial EMP would act similar to Phoenix’s healing aura, with the exception that instead of healing friendly players, it destroys (or “bricks”) enemy equipment within range. This includes turrets, mines, heartbeat sensors, etc. Effect is instantaneous, meaning that if the equipment is out of range when triggered, it will not be effected when Bryk gets into range (unless ofc he triggers the pulse again). Recharge time would have to be 15 or 20 seconds, 10 seconds sounds too spammable to me.

Role: Bryk’s role on the battlefield would be to rush ahead of his teammates and clear the way for them. This could be to fry a mined objective, clear the turret blocking the best route, or push that guy locking down a corridor.

Any thoughts or questions?


(tokamak) #2

I like the idea of a ‘jammer’ character which indeed would fit the engineer very well.

Not a big fan of the adrenaline shot in this context though. It’s not going to be used with that intention, it’s going to be used to get easy frags. Especially with the shotgun.

So let’s see if we can configure it in a way that fits an actual ‘jammer purpose’.

Passive ability: Bryk jams all equipment in proximity wherever he walks. Always. However, the equipment instantly starts working the moment he’s out of range or dead.

Active ability 1: Shielding aura. Bryk’s force field lowers all damage received by nearby team-mates for a ‘period of time’ (depends on how strong this field should be).

Active ability 2: Personal shield: Bryk personal shield makes Bryk immune to all attacks for a period similar to Phantom’s stealth (movement reduces the time), however, Bryk can’t use any weapon or perform any objective action during this time (also doesn’t count towards capture).

This way, everything combined you have a player that is fully oriented towards protecting his team-mates. He can move up with his team, and protect them through his aura. At the most important moments (bottlenecks and objectives) he can make himself invulnerable so that the opponent can’t easily deny his aura ability.

He’s a team-enabler. A pure support class.


(INF3RN0) #3

I’d like to avoid any pure supports or pure combat mercs at this point. What I think is ideal is for all mercs to have fairly equal combat and support opportunity, though some may be more general and others situational. It’s like sawbonez choosing to dish out medpacks and heal, rather than focusing entirely on solo combat. Your’re not limited to a single role, there’s opportunity for diverse play methods (chain revives/self heal) and in the end you benefit the most from being well-rounded.


(tokamak) #4

Starting with a wider scope early on in development allows you to test the boundaries, see how far you can take characters into the extreme. That won’t be possible once this ‘ecosystem’ of characters starts to settle down in some natural balance.

And with that I mean extreme niches, rather than extreme power. You can test an invulnerability mode and retain shooting, which would be more extreme in power but it would also go less deep into the niche of shielding your team.

As for Bryk, it’s abilities are defense rather than offensive, but that doesn’t make him pure support. For the abilities to be of any use you’ll have to position yourself at the centre of the action. That doesn’t make the character any more exotic than the other supporter characters.

I guess it depends on how you define ‘combat’ for me it’s a much broader label than just scoring kills.


(Mustang) #5

I disagree, gaming as a service, evolving metas, fotm builds, etc. will help the game to stay fresh and exciting.


(tokamak) #6

Of course, it will keep flowing, however the the scope in which a game can evolve has to be plotted from the start. That´s why extreme specialist setups are very welcome. They offer points of reference to orientate the balance on.

If you got one bread and butter character, one character extremely specialised in one aspect of combat and one supportophile then you can sort of triangulate the rest. That´s why I´m really happy with a character like Phantom already in the game.


(BomBaKlaK) #7

Meh … do you feel the game “fresh and exciting” ?

Fresh ? : there is no fresh air with all this corridors and tiny linear boring maps … feel like in a prison … Clostrophobic feeling.
Exciting ? : where did you find something exicitng ? I search everywhere then I stop … can’t find it for the moment, obj design suck so much … boring


(Bangtastic) #8

[QUOTE=BomBaKlaK;497159]Meh … do you feel the game “fresh and exciting” ?

Fresh ? : there is no fresh air with all this corridors and tiny linear boring maps … feel like in a prison … Clostrophobic feeling.
Exciting ? : where did you find something exicitng ? I search everywhere then I stop … can’t find it for the moment, obj design suck so much … boring[/QUOTE]

you played already new whitechapel, dome or greenwich ? I think they rly are improving :slight_smile:


(Bangtastic) #9

[QUOTE=BomBaKlaK;497159]Meh … do you feel the game “fresh and exciting” ?

Fresh ? : there is no fresh air with all this corridors and tiny linear boring maps … feel like in a prison … Clostrophobic feeling.
Exciting ? : where did you find something exicitng ? I search everywhere then I stop … can’t find it for the moment, obj design suck so much … boring[/QUOTE]

you played already new whitechapel, dome or greenwich ? I think they rly are improving :slight_smile:

Back to topic: As long mercs keep coming after release when there are lets say 40 and later 60, the matches will be rather dominated by the new chars on pub. So I do believe the game stays fresh, the maps dont have to change, as long as they are good and represent the quintessence of xT, Dirty Bomb. We will get there :slight_smile:

sry for double post :S


(xdc) #10

I stopped reading after I saw,
Primary: Shotgun

Shotguns are a bad design in a FPS game, every FPS game should limit their shotguns to One or Two, no more.
We already have 3 mercs with shotguns, and apparently Rhino is getting a shotgun too. It is overboard to give the next class a shotgun, it will only ruin the flow of the gameplay


(Scarhand) #11

[QUOTE=xdc;499433]I stopped reading after I saw,
Primary: Shotgun

Shotguns are a bad design in a FPS game, every FPS game should limit their shotguns to One or Two, no more.
We already have 3 mercs with shotguns, and apparently Rhino is getting a shotgun too. It is overboard to give the next class a shotgun, it will only ruin the flow of the gameplay[/QUOTE]

This is why I rarely play TF2. Shotguns are a mess for FPS games


(modded) #12

I disagree, and with regard to TF2 everyone but scout has the generic shotty.

Also, I recommended a double barrel shotty, something DB does not have.

However, I will agree that Rhino should not get a shotty.

Also, the shotty makes the most sense for a rushing class. Unless you want some heavy SMG like a tommy gun, still doesn’t fit the style though IMHO.