Merc Idea. Striker


(ASTOUNDINGSHELL) #1

Class. assault support. (not fire support)
Hp: 140
Speed: 385 (like fragger)

Background (WIP).
profile quote: You and I, some armor vests, My granades. (laughing) and what a evening we,ve got!

COnstantly ben crticiced on a refuge after the DIrty Bomb, He Learned to fence for hismelf and he soon discovered that the best way to convince pople not to mess with ya was to blow somthing int heir faces, waht started as jsut a prank firework. soon grew into his trademark tool for Buisness.

Quotes. (mexican accent, young around 23)
Ready fro a match:
-Open for Buisness!
-“A ROMPERLOS!” (Lets break em!)
Droping armor vests:
-Its all good!
-Stop whinnign ang get fighting!
-Un regalito! ( a Little gift!)
Surviving explosives…
-I CAN TAKE ON ALL OF YOU!
-Almsot felt that one!
-Ven a por mi! (come and get me!)
Contact granade:
-There it goes.
-go for it!
-ATRAPALA! (cath it)
Getting downed (killed but not gibbed)
-GOD DANG IT. it hurts
-much pain…
-HIJO DE (swearing) ! (son of a “swearing”)
DIbbing.
-MEAT FOR THE MEAT GOD!
-Machacado! (gibbed)
-one less hwso next!

Abilities.
Q: impact Granade. (looks like a steel hand granate) can only carry one at a time. cooldown 15 secs
throws a granade with low splash range in a relativly short range exploding 1.5 seconds after impact.
it has a similar arc to that of fraggers but with some more range.
numbers.
3 meter blast radius
dircet hit. 130 does not gib.
explotion at point blank (undirect hit): 100
1 meter: 75
2 meters: 60
3meters (max range): 45.

E: armor vest. 15 sec cooldwon. can hold 3 at a time.
a pick up armor vests that absorbs 10% of incoming damage.
does not absorb melee Nor Headshots.
if the player is downed (death but not gibbed yet) the vest will wear off.

Weapons.
(default) can be switched to Timik-47/BR-17
Default I was thinking about an M27 iar Lmg. 60 rounds low damage and medium rpm. but with better acuracy than the K-121. (i know about Thunder MG but this one has lower Rpm than that and a bit less damage, but has the acuracy)
MR-27 stats.
Dmg: 14
Rpm: 520
Mag: 60
reload: 3 seconds
movility: 82

sidearm: Caulden. simeon. DE. 50

melee. the normal bookhill. still. and Bat.

Feedback is apreciated!


(handyHeirloom) #2

So an extreme tank who can completely nullify the abilities of other mercs and can hold points for days. Might want to rethink that max health.


(ASTOUNDINGSHELL) #3

@handyHeirloom
Maybe a bit with the 140 hp.
maybe 120-130hp would be better. considering he could sue the vest for a total of 140 or 150.
the jammer does get consumed over time it can be shoot out quickly it has just as much health as Kiras ammo station.
It last around 11.30 minutes but it last less hte more it “jams”
I was thinking of it been a objective asault kind of character


(handyHeirloom) #4

[quote=“astoundingShellfish;64959”]@handyHeirloom
Maybe a bit with the 140 hp.
maybe 120-130hp would be better. considering he could sue the vest for a total of 140 or 150.
the jammer does get consumed over time it can be shoot out quickly it has just as much health as Kiras ammo station.
It last around 11.30 minutes but it last less hte more it “jams”
I was thinking of it been a objective asault kind of character[/quote]

You said that the vest would be stackable up to 3 times. I was thinking along the lines of 90-100 hp, and the trophy system could only block a limited number of abilities, 2 or 3. This would make fletcher a great counter to him, as you could simply throw your stickies which recharge rapidly,


(ASTOUNDINGSHELL) #5

i am ok with the limited bloking but a bit more its ment to counter, Phantom nader.
about the stacking I ment his abily can charge up to 3 vests, one Merc can only get a 20hp bonus. f you pick up another one it wont work but if it iss damaged it will repatch.

Example.
striekr drops a vest for himself, and gets 130 hp plus 20. he drops another but he wont get the bonus nor pick it up. h gets shoots this takes out 16hp damaging only the vest. he now can pick up the vest to regain the 20hp bonus.
sorry for the mis understanding my ENglish aint that good #Texicanthings


(Samniss_Arandeen) #6

First off, SLOW THE HELL DOWN WHEN YOU TYPE. So many mistakes and typos and errors in your writeup that I could barely understand what you were trying to say. Slow down, think about what you’re saying, and make it look like you actually know what you’re talking about. It makes me think less of the idea that no effort was put into making it presentable or readable to others.

Now. Instead of a boost to health, let’s have the given armor reduce incoming damage. The vest can take 120 damage (measured by the damage it absorbs for you) and blocks half of all incoming bullet/melee damage. Explosives are unblocked, and enemies can see a “Vest” icon above your head if Vassili or Redeye have spotted you. Twice stackable and 20 second cooldown. I like the concept, your execution not so much.

Ability jammer? No. NO. Hells to the NO. If there’s going to be Ability interference in the game, you need to land a hit on the guy in order to do it. May I suggest a bubble shield instead? You put it down, it projects a shielding dome big enough to fit four Rhinos inside. No projectiles or bullets can pass through it from either side (but splash damage can), but players of both sides can pass in and out as they please. Yes, Auras and Kiras can build inside it. No, Bushwhacker’s turret won’t track enemies through a shield. 60 sec cooldown, 5 second build animation, 1 up at a time. Once it absorbs 500 damage, the shield will overload and collapse, though the shield will regenerate over time. An overloaded shield will, after 30 seconds, if the projector is still up, restore.


(ASTOUNDINGSHELL) #7

I do think the vest idea was better on you. I was thinking it like on Brink where the Vests gave you 20 extra health. maybe the dmg reduction i think around 10% damage would be ok. no headshot or explosive protection.

About the Jammer, it doesnt Jam ALL abilities. the character was focused as a Nader/Phantom Counter. so he can inmediatly shut down a rushing phantoms cloaking and fill the Bastard with lead.
and the jammer would block nader frag spam. for him and his allies

I wasnt as specific when making the stuff il update a stat chart when i get home. including the M27


(Samniss_Arandeen) #8

Protects even against headshots, so it’s a Redeye/Vassili/Aimee soft-counter. My iteration of protective vests was intended to help Rhinos and Fraggers tank/aid in protecting important personnel without making Proxies and Sparkies running bullet sponges.
10% is too little considering how big a target some of these Mercs can be.

About the Jammer, it doesnt Jam ALL abilities. the character was focused as a Nader/Phantom Counter. so he can inmediatly shut down a rushing phantoms cloaking and fill the Bastard with lead.
and the jammer would block nader frag spam. for him and his allies

Countering a specific Merc with another specific Merc’s abilities is a bad idea, balance wise. Some Abilities function better with/against or are effective counters to other Abilities, but to create a whole new Ability, and a new Merc around said, just to counter three very specific Mercs? That’s one of the worst ideas I’ve ever heard, and I’ve heard politicians speak.


(ASTOUNDINGSHELL) #9

OK with the vest but i dont want to be so strong that it makes AUra a lgihtning fast tank :stuck_out_tongue:

the Jammer doesnt counter those specificly. but its more effective agaisnt em.

And you talk me about politicians i live in Mexico


(ASTOUNDINGSHELL) #10

@Samniss_Arandeen I will remove the jammer and make another character out of it.i have been thinking that the jammer ddoesnt really fit with someone nicknamed “striker”


(GrandMasterFalcor) #11

I really like this merc idea, probably one of my favorite I have read. I think maybe the grenades shouldn’t be as strong, but I wanted to comment specifically on the math being done on the armor vests. While functionally different, damage reduction and health boost are both essentially “health boosts” (i’ll elaborate in a second). The main difference between these, if I’m understanding correctly, is that the damage reduction lasts until you die whereas the health boost is nullified after the first twenty health points but can be regained if given another vest. Personally I like damage reduction more because, unless the merc is at full health, the armor vests aren’t much better than med packs. Another reason I see the damage reduction as better is because it has more effect on stronger mercs, which makes sense to me; mercs that are meant to tank damage can do it better and mercs that aren’t meant to do it still dont, making this a boost to existing abilities rather than giving them strengths they don’t already have (aura should never have 100 health and the same speed, that would be nuts)

So to explain the math about this, because of how ratios work, increasing health is essentially the same as reducing damage. For instance, the reason the 50% reduction is very stupid is because decreasing the incoming damage by half is the same as doubling the health (1/.5=2/1). Even though the merc’s health would read the same, it would take twice as much damage to kill them, which is the same as double health. A rhino with a vest that reduces incoming damage by half functionally has 400 max health, which is insane. 10% is much more reasonable (1/.9=1.11/1). A rhino would have a 222 max health and aura would have a max of 89.

I also really like the idea that you can’t be insta-gibbed with the armor on. There really needs to be a sniper soft counter.


(ASTOUNDINGSHELL) #12

Mucha priciated for the feedback.
i do prefer your idea of the vest.

the granades is ment to be able to take a RHino in a direct hit otherwise is very weak.
THe character is aAsault support. its ment to be combat support.
so the granade seems as an effective way.
The alternative diea was a nosive granade that makes cloud of smoke that makes the enemy flinch but deals only 1 hp of dmg.


(GrandMasterFalcor) #13

I understand why you see the need for something that can one hit a rhino. When a rhino camps out with a medic or two, if the medics/health stations aren’t destroyed first, anything short of a one hit won’t be enough. However anything that can one hit a rhino can one hit any other merc. Considering how people already think cooked fragger grenades are over powered, I don’t think a lot of people would like a grenade that explodes on impact automatically and is a guaranteed gib if you hit.

I think a potential idea is a grenade that could instantly down a merc but never kill them completely. The grenade would have a short fuse (similar to how long it takes for proxy’s mine to explode) but not be able to cook. This way faster mercs would be able to long jump away if they react fast enough, but mercs like rhino would not be. Like your grenade it would have a smaller AoE (maybe similar to proxy’s mine but a little smaller?) so that it could only realistically down one merc, making it helpful in group fights but not dominating. In one on one fights, most mercs besides the heavier ones like fragger and rhino would be able to easily dodge. If a Rhino camped in a room with medics, you could down the rhino, then kill any medics who try to revive him, or just use the opportunity to to push. I know you can already handle this situation by bombing the hell out of the room to kill medics/health stations, but this could be an alternative method. I’m not sure what kind of bomb this would be? I don’t even know if this would be a viable idea

As far as the gas, I like the idea but I’m not sure if it fits this kind of merc. I don’t know tho. You came up with him


(ASTOUNDINGSHELL) #14

yeha that seems better for the granade.

about the gas its cause i have aroudn 10 merc Ideas i worka roudn and i jsut post one when i am about to finish a concept for the merc.
il post a link for the sketch when I finish it.

the next on is an engineer.


(ASTOUNDINGSHELL) #15

Edited abilityes stats. added Quotes and place holder Bio