[Merc Idea] Nemesis (Ultra-Mobile Assault)


(gg2ez) #1

Meet Nemesis, a former German Government Scientist. Before the Dirty Bomb conflicts in London, an unmanned alien aircraft was found in Earth’s orbit. Once NASA retrieved this alien satellite, they handed it over to the brightest minds in the world to try and decrypt the secrets that the satellite held. The largest mystery was how the alien satellite could’ve managed to reach such a low orbit without immediate detection, the answer to that mystery was uncovered when Nemesis identified a small, perpetually spinning component within the satellite, this device was a long distance teleportation device, which would explain how the alien satellite got into such a low orbit immediately.

After the teleportation technology was discovered, many attempts to replicate it have occurred, only one attempt was successful, this attempt was carried out by Nemesis himself, however, could only manage to make a short range teleportation device, the Telepod.

When Nemesis heard about the DB conflicts in London, he quit his Government service job and decided to use his Telepods for a more exciting purpose, so if you need a merc that has more mobility than a Proxy but the power of Skyhammer, Nemesis is the man you need.

Nemesis has 100HP and 410SP, is a male of German heritage aged 27 years old. Nemesis can be played as a fire support merc or an assault.

Primary Ability - Telepod
The Telepod is thrown like an airstrike marker. It is activated with the Secondary Ability. Only one Telepod can be deployed at a time.

Secondary Ability - Teleport
Nemesis’ Telepod transports him to its location. Telepods cool down time is based on the “time = speed/distance” formula, in other words, the cooldown is how long it would take Nemesis to walk a straight line from his original position to the Telepods.

Nemesis’ loadouts favour SMGs as primaries, Pistols as secondaries, and Melee weapons.

Your feedback about this idea is appreciated.

Edit: Idea from http://forums.dirtybomb.nexon.net/discussion/16871/would-you-want-a-teleporting-merc#latest a poll by @ludicrousBlast


(ludicrousBlast) #2

I like the lore, 120hp is eh, I would go with 100.


(gg2ez) #3

Had to think quite a while for the lore. How do you like the abilty?


(extraordinaryEmperor) #4

The merc would be largely useless in such a fast paced game. 3 seconds of not doing anything while waiting to teleport. Even if it’s to teleport up or down, you’re better off just going around or doing something else. It’d probably be better if you could just reactivate it and the CD would be based on what you wrote.


(gg2ez) #5

I’ll edit the post. It’s not finalised yet. I’m thinking of making it so that the activation time is 1 second stationary, he might also have the ability to teleport back to that position as long as the Telepod isn’t destroyed (like Vas heartbeat sensor).


(Samniss_Arandeen) #6

Being an avid KSP player, spaceflight inspired Merc ideas have a special place in my heart.

Would be interesting to see. Q to throw, E to teleport to its position. The teleports have cooldowns between use calculated using your existing distance formula (and have a hard maximum distance cap), the Telepod itself can be either reclaimed like a Proxy mine, or has its own cooldown between throws. Yes, it’s destroyable like a Vassili heartbeat sensor, but since you obviously can’t hide it as effectively, I think it needs a bit more health than a HBS.

Dead on Arrival: Kill a teleporting Nemesis immediately after he arrives.


(gg2ez) #7

[quote=“Samniss_Arandeen;79991”]Being an avid KSP player, spaceflight inspired Merc ideas have a special place in my heart.

Would be interesting to see. Q to throw, E to teleport to its position. The teleports have cooldowns between use calculated using your existing distance formula (and have a hard maximum distance cap), the Telepod itself can be either reclaimed like a Proxy mine, or has its own cooldown between throws. Yes, it’s destroyable like a Vassili heartbeat sensor, but since you obviously can’t hide it as effectively, I think it needs a bit more health than a HBS.

Dead on Arrival: Kill a teleporting Nemesis immediately after he arrives.[/quote]

I’m going to implement a mechanic that disallows people from camping near the telepods to get kills. Perhaps it will destroy any deployables in a 6 meter Radius.