Merc Idea - Fuser, the Bomb Squad Expert.


(shiningCanteloupe) #1

So whilst I’m waiting on a comp cooldown (Team went 3v5 due to an aimbotting enemy) I figured I’d share an idea I’ve been toying with.

Fuser:
Age:~30
Nationality: English, Liverpool (Scouser accent of course)

Fuser worked in bomb defusal before the dirty bomb events, but saw how his skills could earn him a lot more on the mercenary scene.

Abilities:

  1. Disarm-tool: A tool for disarming deployable explosives (mines, stickies), or turn them against their deployer.
    Disarming would remove the ability for the explosives to detonate unless shot at, and is designed to allow your team to safely pass through an area without the enemy realising you’ve destroyed their explosives. After being defused the explosives can still be reclaimed, however. If the explosives are shot after being defused they still function as an enemy deployable, damaging your team. Defuse time, 2.4 seconds, but like planting C4 you’re rooted in place (it’s a dangerous explosive any movement might set it off).
    Rewiring explosives defused explosives, this takes longer 3.8 seconds (for a total time of 5.2 seconds), roots you in place, and notifies the deployer by removing it from their hud. It acts as your deployable now and therefore it’s unreclaimable, but you can only have two rewired explosives at once (you’ll have to hope the old ones detonate or shoot them yourself if you need to rewire something else). Proxy’s mines act as you’d expect a friendly Proxy’s mines, but Fletcher’s stickies will only detonate when shot or the Fletcher that deployed them uses his detonator.
  2. Explosive Jammer: A deployable that disables enemy mines within a few meters (1-2, not sure of the size of in-game meters) for 3 seconds, just enough time to deploy, move up and defuse it; and also blocks the detonation of stickies for the same (Don’t ask me to science this for you just roll with it, we already have lasers that cure bullet wounds). It would behave similarly to Vassili’s heartbeat sensor, albeit with a much shorter throw and less bounce. A recharge time of about 18 seconds seems fair to me.
    How would you counter these abilities? As a proxy, place your mines closer together, so that even if a Fuser were to defuse one, the other would activate at most 0.6 seconds after, and I doubt that’s enough time to get away.
    As fletcher? Space your grenades further apart, therefore Fuser would be unable to block you from detonating them all. The ones that do detonate will likely set of the others as they explode.

Augments:
As for augments, there’re a few that I think would be most useful for Fuser, namely:
-Unshakeable, less explosive damage, very good for someone handling explosives to have.
-Untrackable, mines react slower to Fuser’s presence, perhaps allowing you to defuse one of those closely placed mines without setting off the other.
-Bomb Squad, this goes without saying, he’s the explosives guy, can’t defuse if he can’t see the explosives.
-Undercover, Phantom’s perk, 20% increase to ability duration, so your explosive jammer now lasts 3.6 seconds, coupled with Untrackable this would almost guarantee as safe defuse of that one mine too close to the other that you really could just jam and ignore but you hate Proxies so you just defuse it to spite them.
-Sneaky, keeps you nice and shush so those pesky engineers don’t hear you coming up to defuse their stuff. They’ll probably hear you defusing it though, because it probably makes a lot of noise.

Stats:
Health: 100, less than other support mercs, but enough to survive a failed defuse with barely any health (only if you’re lucky that is), and a single non-headshot shotgun blast from those engineers that you hate.
Speed: 420, same as Nader, faster than Skyhammer and slower than Proxy. Just so that she can chase you down in anger after you defuse her mines.
C4/Repair times: Undecided as to whether he’d be a specialist or not, it makes sense seeing as he’s a bomb expert, but then why would that allow him to repair an armoured vehicle quickly? Maybe just a slight buff to defuse times, 6s instead of the 8/4s for current mercs.

And that’s that. I’m unsure of what weapons to give him, maybe semi-autos and burst fires to keep him out of close quarters? Perhaps not the best of mercs for every game, but given enough explosives he’ll find a place to shine… or defuse, whatever.

So what do you think?


(cakeblock941) #2

Sounds like a recon merc.


(BushWanker) #3

So he is imune to mines?


(JJMAJR) #4

To make it easier for myself and others, I put each section of this article into spoiler tags and added a lot of line breaks.
[spoiler][quote=“shiningCanteloupe;16593”]Abilities:

  1. Disarm-tool: A tool for disarming deployable explosives (mines, stickies), or turn them against their deployer.

Disarming would remove the ability for the explosives to detonate unless shot at, and is designed to allow your team to safely pass through an area without the enemy realising you’ve destroyed their explosives.

After being defused the explosives can still be reclaimed, however. If the explosives are shot after being defused they still function as an enemy deployable, damaging your team.

Defuse time, 2.4 seconds, but like planting C4 you’re rooted in place (it’s a dangerous explosive any movement might set it off).

Rewiring explosives defused explosives, this takes longer 3.8 seconds (for a total time of 5.2 seconds), roots you in place, and notifies the deployer by removing it from their hud. It acts as your deployable now and therefore it’s unreclaimable, but you can only have two rewired explosives at once (you’ll have to hope the old ones detonate or shoot them yourself if you need to rewire something else).

Proxy’s mines act as you’d expect a friendly Proxy’s mines, but Fletcher’s stickies will only detonate when shot or the Fletcher that deployed them uses his detonator.[/quote]
I really don’t think that this ability would be useful. No explosives engineer would let their mines or sticky bombs last for longer than 2.4 seconds unless a Proxy was killed before she could shoot her mine.

On top of that one would have to code in the mines not reacting to the presence of Fuser. That’s going to put a lot of code into the game.

Oh, you have something for that. Okay then.[/spoiler]

[spoiler][quote=“shiningCanteloupe;16593”]2) Explosive Jammer: An EMP grenade that counts as a deployable like Vassili’s heartbeat sensor.
Cooldown: 18 seconds
Duration: 3 seconds[/quote]
Meh. Didn’t need all that text.
I want to have Phantom’s EMP changed to a grenade to be honest.[/spoiler]

[quote=“shiningCanteloupe;16593”]Stats:
Health: 100, less than other support mercs, but enough to survive a failed defuse with barely any health (only if you’re lucky that is), and a single non-headshot shotgun blast from those engineers that you hate.
Speed: 420, same as Nader, faster than Skyhammer and slower than Proxy. Just so that she can chase you down in anger after you defuse her mines.
C4/Repair times: Undecided as to whether he’d be a specialist or not, it makes sense seeing as he’s a bomb expert, but then why would that allow him to repair an armoured vehicle quickly? Maybe just a slight buff to defuse times, 6s instead of the 8/4s for current mercs.

And that’s that. I’m unsure of what weapons to give him, maybe semi-autos and burst fires to keep him out of close quarters?[/quote]
His most significant and useful abilities are offensive in nature. He could probably use a sniper rifle and become an assault, but then he’s worse than Vasilli.


(Naonna) #5

Phantom exists. If phantom had a sniper rifle, and turned deployables (an idea i dislike in principal) he’d be like this merc, but better.