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?

