[Merc Idea] Knight


(soothingMallet) #1

Name: Knight (as you can see in the title)
Health: 130
Movement speed: 400
Nationality: Canadian
Gender: Male
Class: Assault

Description: A civilian tourist during the Dirty Bomb incident, Knight was on the run for months after the incident, hiding in any nook and cranny while the Mercs shot up his hotel and blew up all the famous landmarks. After a few weeks of hiding, Knight came up upon the KNGT (Kinetic Nullifier and Grenade Tranquilizer) Armor, with this in tow, Knight is now ready to take on the shot up streets of London, and earn a quick buck while he’s at it.

Appearance: Knight should be dressed as if he just got dropped into the apocalypse, wearing a hoodie with the hood down as well as Jeans and a back pack to store ammunition, the most recognizable thing about Knight should be the exoskeleton he wears in combat, it should be noticeable but not too far disconnected from the rest of his body.

“Jesus once said to love thy neighbor, Jesus also didn’t have to survive in a bombed out London.”

Ability: The KNGT armor blocks 30% - 40% of damage from guns (snipers Pierce through the armor’ taking only a 25% damage reduction), and 50% of any and all explosive damage, damage from fire will be unchanged while in this state, with the main drawback being that Knight’s movement speed decreases to 175 while the armor is active. the armor has an active time of 15 seconds and can be cancelled at any point to give a faster cooldown, any damage taken (except fire damage) while KNGT is active will increase the cooldown by 10%, with the max cooldown being at 45 seconds and the base cooldown being 15 seconds. Knight cannot interact with objectives while KNGT armor is active (including side objectives)

Advantages: Knight works best while defending choke points and objectives, with his armor he can hold down the fort for a rather long time and can last well in a fight with his armor

Disadvantages: Knight is slow while in KNGT mode, allowing mercs to take shots at Knight from a distance. A good napalm from stoker will also make quick work of Knight due to him not having any damage resistance against fire and having a slow move speed while armor is active.

Loadout

Primary:
BR-16 (default)
K-121
M4A1

Secondary
Caulden (default)
M9
DE 50.

Melee
Cricket Bat (default
Kukri
Beckhill Combat Knife

Thank you for your thoughts on this character, I hope the changes balance out the merc

Edit 1: Changed kek-10 in loadouts to M4A1.
Damage reduction being changed (deciding on a percentage of 30 to 40 percent) was 80%.
Changed movement speed while armor is active to 175 (was 150)
Knight cannot operate objectives while ability is active
Changed maximum cool down to 45 seconds (was 1 minute)


(Dysfnal) #2
  1. No KEK 10, replace it with the timik or something, similar guns, different classes
  2. Though it may not be quite as OP as most other damage reduction mercs, it’s still OP, I’d recommend at most a 33% damage reduction, Which would be GREAT. and MAYBE adjustment with the active movement speed, maybe. The idea is to give mercs like aura a fighting chance, but also a disadvantage.

(SweetGenocide) #3

@Dysfnal true.


(Dysfnal) #4

@SweetGenocide you can just hit agree XD


(Naonna) #5

percentage damage reduction is weaker against faster-firing guns: blocking more damage from a sniper than a machine gun. - It would be very strong as a counter to explosives, but would just be irritating to fight, since one-on-ones would be very one-sided unless the non-armor-wearer runs and hopes the slow speed prevents knight from chasing.


(soothingMallet) #6

Did a few changes to the merc regarding his ability and loadout, hope they were worthwhile


(fluorescentUrchin) #7

I swear since I posted my armour merc, the armour Ideas have increased tenfold. Was this a thing before? I have only been on here for a couple months.