Merc Idea: Vanguard


(JesseKomm) #1

Here is the Vanguard, when you need someone brave to take point, to risk their life so that yours may continue, he’s the guy you can have faith in to protect you before he even considers himself. Just follow him around and you should be A-Okay; think of him as your tour guide… in war.

Primary Quote: “I am the frontline; where I go, it goes.”

Profile: Throughout his life Vanguard has gotten into more fights than he cares to remember; whether it be in the school yard or the battlefield he never did know when to back down, and always was it in the interest to protect someone who could not themselves. When he found himself in the military, a lifelong dream of his, he was always on the offense… one day however he realized the military just couldn’t live up to his standards when he was punished for discarding a direct order. When his squad was told to retreat he did not, instead he found himself driving further into battle where he faced his foes head-on. This action saved dozens of civilian lives who were left behind and given the chance to leave while Vanguard held off two squads of enemy soldiers beyond town limits. His bravery has never been rewarded, though it’s always been rewarding.(This is likely a rough draft and could change quite a bit, just wanted to give a representation of who this merc is and what he fights for).
Age: 29
Gender: Male
Nationality: Canadian(Gotta show love for my country)

Health: 150
Sprint: 370

Primary Ability: Prototype Shield(Activated Personal Shield Generator)
Being the unstable prototype that it is, this personal shield can only operate at full power for 5-10 seconds, after exhausting the timer it will deplete rapidly from it’s remaining capacity where it then goes on cooldown for 30 seconds(Debatable). Over it’s duration it will reinforce and protect the wearer from incoming damage equal to one-hundred health points(100 HP), this health is separate from the user’s main health, meaning you will not take damage until the shield has fully depleted(This can be done possibly by adding a secondary health bar on the HUD while active, to differentiate it can be highlighted in blue, visually to other players they see a sphere of energy around the user to indicate the shield is active).

This ability is not activated instantly, it takes 3-4 seconds to initiate, during this time you are completely vulnerable and unable to defend yourself with your weapons(This is to prevent an “I win button” scenario for players who are caught off guard by enemies attacking). Once fully activated it cannot be cancelled, though during the preliminary initiation you can cancel with basic movement(Oh… you have to stand still to activate it, this might change in which case to cancel you simply press the key again, in this case would be Q since it’s a primary ability).

(This is additional information originally forgotten in this post but mentioned later in a comment response, slightly enhanced here)During use, this ability reduces movement speed by roughly 20%, reduces wall jumps by one, and also restricts players to use hip-fire. Now there could still be problems with this, but if there are I think another possible downside to using this seemingly powerful ability should be being unable to do either primary or secondary objectives(i.e. repairing, planting C4) and perhaps not being able to revive teammates. This would be because you’d be almost unstoppable in these actions with the shield up… not really but it’ll help you a lot and it’s not the role of this merc.

Secondary Ability: N/A

Tertiary Ability: N/A

Vanguard has access to the M4A1 and K-121 assault rifles as well as the Hollunds 880 shotgun in his loadout cards. While SMGs may seem to fit better for the up-close-and-personal role of this merc I feel as though they do not have a damage model which reflects the threat value of the target you are intended to be. Any merc-specific augments are up for discussion, none come to mind for this post. Let me know what you think, and I’ll let you know if I have any changes to this concept.

[EDIT]: Possible Merc-Specific augments can be:

  1. Thorns: Deals a high percentage of melee damage back to attackers; in addition increases melee damage resistance by 20%, this does not affect total reflected damage outcome. Works when downed, so be careful if you’re about to execute a Vanguard.
  2. Down But Not Out: Allows the player to, while downed, to fire their secondary weapon. Rate of fire and accuracy are reduced for balance and you are unable to reload(Meaning you are limited to one magazine, or potentially none if you empty your secondary before going down). This augment gives the player a very slim opportunity to get revenge on whoever downed them, as well as being able to provide one last service for his/her team. Of course you’ll still be killed relatively instantly on the ground, and you can always give up as you normally would be able to.

Possible “ability use” quotes(Triggers when shield takes damage):

  1. “I hope you brought spares with you!” reference to the Spares augment.
  2. “Is that all you got? My team shoots me more than you!” possible inclusion if friendly fire is ever introduced.
  3. “You’re gunna need a bigger gun.” reference to Jaws, and only appears when hit by(And survive for 3 seconds after) minigun, mounted MG, or any airstrike/orbital strike.
  4. [Laughter] “Stop it, that tickles!” said to jokily undermine the effectiveness of enemy fire against his shield.

Possible “activation” quotes(Triggers when you initiate your ability):

  1. “Hey over here numbskull, yeah shoot me!” could use work, maybe a better taunt line. Intended to get the attention of the enemies, as is the point of the merc.
  2. “Oh shit it actually works?!” reference to the shield being a prototype.

(Samniss_Arandeen) #2

As long as the shield only protects the front, in a hemisphere pattern. And you can’t fire weapons through it.

Alternately, he should be able to drop the shield down to protect an area.


(JesseKomm) #3

[quote=“Samniss_Arandeen;66357”]As long as the shield only protects the front, in a hemisphere pattern. And you can’t fire weapons through it.

Alternately, he should be able to drop the shield down to protect an area.[/quote]

Not being able to fire through the shield would defeat the purpose of it, it’s meant as an aid to help advance the line of battle, if it was just to protect the user then there is no teamplay in that unless applied very specifically(i.e. standing in the line of fire while someone defuses a bomb). This merc isn’t a one-man-army despite what you would think, it’s like a Rhino with the shield active, just with much less firepower and a little more health. When the shield is not active this merc is similar to Fragger except without the use of grenades to severely damage the enemy.

Since it only lasts so long before going on cooldown it requires timing, use it too soon and you risk it failing in battle at the worst possible moment… use it too late and you’ll likely die while in mid-activation. So with that, I think this merc should absolutely be able to shoot through the shield with their normal weapons, it’s a teamplay merc, like Rhino, if you go off alone you wont get far, use it to push the enemy back with your entire team in tow, be the one in front that takes those bullets to protect everyone else. This is the job of the Vanguard.

[EDIT]: In addition(And forgotten in the original post), during it’s use, the shield will slow the player down by 20% of their sprint speed, it also reduces their wall jump limit to one(All mercs can do two wall jumps currently before needing to land). If need be, this shield can also restrict the player to use hip-fire as to make them prone to being on the move and in turn, on the front line. This is, and always will be, the intended purpose of the merc: to be a frontline defense force, protecting your team by ensuring you are the primary target.


(DuckY) #4

I really love your idea, it seems to have a lot of though put into it. my thought on a way to improve it, would let the shield be a beacon almost, that you deploy and it sets up a wall of defense. It can still be picked up but it slows movement, not sure if you would like that for its idea but it would make it useful for both holds aswell as attacking becuase of its ability to push and deploy at a set location. Also expanding the shileds perimeter to a wall would allow it to disperse fire greater but it would also make for quicker damage done to it. Also the character should be given smg’s instead of rifles becuase he is not primarily built for damage. Other than those ideas he looks like a great character and I hope he makes it in. :smile:


(JesseKomm) #5

I specifically avoided this because it would poach on the territory of the proposed Turtle merc, who is an engineer that deploys defensive walls. The reason it is a mobile shield is because it is meant as an advance rather than defense(Not to say he cannot perform both roles, simply one will be more beneficial with his skill set).

Giving him SMGs could be nice, though I feel his primary weapons would be dominated by shotguns, so the few loadouts that are ranged would be an automatic assault rifle, which isn’t very ranged(Of course more-so than SMGs but not as much as the semi-auto or burst fire rifles), but remember that with the shield active you will be using hip-fire and being in the head of the fight!

I appreciate the feedback nonetheless and ultimately these decisions are not up to me, all I can do is hopefully coax the developers into seeing a specific idea in a certain way.


(JesseKomm) #6

I am quite surprised to see this thread receiving a lack of interest from the community, I’ve been keeping it regularly edited with new ideas as they come to me, unfortunately that doesn’t bump up the post so it is likely going unnoticed. I’m still extremely eager to read any and all feedback on this merc.


(ASTOUNDINGSHELL) #7

@JesseKomm
i actually wante dot comment ehre
it was pretty well Balanced and its a prett usefull mechanci. BUt i dont know if it fits the tehcnology in the game :confused:


(JesseKomm) #8

[quote=“astoundingShellfish;70177”]@JesseKomm
i actually wante dot comment ehre
it was pretty well Balanced and its a prett usefull mechanci. BUt i dont know if it fits the tehcnology in the game :confused: [/quote]

I’m pretty sure it does, I don’t think any timeframe has been mentioned for this game, but it’s in the near future for sure since there are things like orbital lasers, healing stations, and REVIVR for Sparks, which all seem technologically advanced. The premise behind the Vanguard’s shield is that it’s a prototype technology(Referenced in one of this activation dialogue lines) which accounts for why it can only operate for so long, and takes a while to initiate.


(ASTOUNDINGSHELL) #9

@JesseKomm
as far as I know the time is 2050.
and the msot technologicals tuff is actually Phanotms cloak.
eleiv eit or not an AOE healing aint as impsoible as it seems.
Orb ital Lazors are well. just a super powered staleite.
and the Revvr. is could be an adrenaline dart with an electric charge to re-animate someone heart.
But overeall thsi is one fo the best Merc ideas ive seen


(JesseKomm) #10

[quote=“astoundingShellfish;70223”]@JesseKomm
as far as I know the time is 2050.
and the msot technologicals tuff is actually Phanotms cloak.
eleiv eit or not an AOE healing aint as impsoible as it seems.
Orb ital Lazors are well. just a super powered staleite.
and the Revvr. is could be an adrenaline dart with an electric charge to re-animate someone heart.
But overeall thsi is one fo the best Merc ideas ive seen[/quote]

Thank you very much I greatly appreciate that feedback. I had also forgotten about the Phantom cloak as well, usually because he is a rare merc to see in use… and when he is, you still don’t see him in use.


(ASTOUNDINGSHELL) #11

@JesseKomm
YOur welcome. if oyu would giv eme some feedback to id apricate :stuck_out_tongue:
And i am one fo thsoe pesky Phantoms whoa ppear behidn your whoelt eam ust to Shazam you all over :smiley:


(ProfPlump) #12

[quote=“Samniss_Arandeen;66357”]As long as the shield only protects the front, in a hemisphere pattern. And you can’t fire weapons through it.

Alternately, he should be able to drop the shield down to protect an area.[/quote]

Seems like pre-patch Phantom, but without invisibility and the katana. Honestly I would like it if this were in the game INSTEAD of Phantom, but to be honest I’m sick of Splash Damage putting in mercs that are unable to be team-orientated (giving heals/revives/ammo/giving cover) and are also unable to be objective-orientated (not only by having fast arms/disarms but also by having


(ASTOUNDINGSHELL) #13

@ProfPlump
ehem. I play as Fragger a Lot. and ive seen a lot of poepl haitng on non obejctive oriented mercs. the Asaults and Phantom.
But htsoe 4 mercs (Nader, RHino, Fragger, pahntom) “objective” is slaying. killing enemies to make the objectiv easier to the ENGs.
Frager descrives it easily.
With a big gun and lots of ammo, this aggressive point man is a straight-up player-slayer, whether he’s assaulting objectives or defending them. He should be at the very front of the frontline, relying on teammates to heal/revive him and resupply him with ammo while he lays down a hail of gunfire and frag grenades.
Quoting there.


(JesseKomm) #14

I mainly play Rhino, he’s not the most objective-orientated merc, but I am definitely team-orientated with my play style. People say kills are not useful in those gamemodes but honestly when I’m going 60/16 defending against the entire enemy team locking down the point then yes kills are useful.

Vanguard is in a weird spot because he is technically an assault class, however every other assault class has a primary ability which causes damage, whereas Vanguard has one which takes damage. The idea behind this is simple, it’s like if you took Rhino, reduced his firepower and in turn gave him more health(On occasion). It balances out perfectly because now instead of a minigun that can be used permanently that can tear through teams of people, you have a shield which allows you to be a major threat on the battlefield.

In essence it’s a more appropriate FPS “tank”, now of course tanking in FPS games is drastically different to what you would expect from an RPG, for instance you generally need a high DPS since in order to be effective you need to be a threat. A tank that can’t aim isn’t going to be the priority target of the enemy, thus making them pointless in the fight. This is what makes Rhino a good tank, it’s a balance of high DPS and high HP. Vanguard will be decent DPS and high HP(With an HP boosting ability).


(ProfPlump) #15

[quote=“astoundingShellfish;70244”]@ProfPlump
ehem. I play as Fragger a Lot. and ive seen a lot of poepl haitng on non obejctive oriented mercs. the Asaults and Phantom.
But htsoe 4 mercs (Nader, RHino, Fragger, pahntom) “objective” is slaying. killing enemies to make the objectiv easier to the ENGs.
Frager descrives it easily.
With a big gun and lots of ammo, this aggressive point man is a straight-up player-slayer, whether he’s assaulting objectives or defending them. He should be at the very front of the frontline, relying on teammates to heal/revive him and resupply him with ammo while he lays down a hail of gunfire and frag grenades.
Quoting there.[/quote]

Rhino is ridiculously good at defending objectives due to his high health being incredibly good with a medic close by - in that sense he almost is an objective specialist. The only thing that can kill a good Rhino + Medic combo is…

… a Fragger, who is almost as good as Rhino at defending objectives while also being the best merc for clearing out rooms of multiple enemies and enemy deployables (and Rhinos). He can also take out side objective generators (like the one on Bridge) from safe locations without requiring C4 to be planted.

Nader also has all of Fragger’s extra strengths, (although I would always pick Fragger over her).

Phantom on the other hand is mediocre at defending objectives, mediocre at attacking objectives, arguably good at killing most mercs (I almost never die to Phantom if I am using a faster class than him - you can just crouch jump and backpedal while shooting him as he tries to catch you with his katana) but his main strength is killing mercs like Skyhammer, Arty and Fragger (if those mercs have decided to go out on their own without teammates - which they don’t do if they’re good players).
Essentially Phantom is only good at flanking around and sneaking up on players with his katana. BUT that only works in pubs anyway - good players will ALWAYS be aware of his presence, especially because of the whine his stealth shield makes as he moves.


(ProfPlump) #16

[quote=“JesseKomm;70251”]I mainly play Rhino, he’s not the most objective-orientated merc, but I am definitely team-orientated with my play style. People say kills are not useful in those gamemodes but honestly when I’m going 60/16 defending against the entire enemy team locking down the point then yes kills are useful.

Vanguard is in a weird spot because he is technically an assault class, however every other assault class has a primary ability which causes damage, whereas Vanguard has one which takes damage. The idea behind this is simple, it’s like if you took Rhino, reduced his firepower and in turn gave him more health(On occasion). It balances out perfectly because now instead of a minigun that can be used permanently that can tear through teams of people, you have a shield which allows you to be a major threat on the battlefield.

In essence it’s a more appropriate FPS “tank”, now of course tanking in FPS games is drastically different to what you would expect from an RPG, for instance you generally need a high DPS since in order to be effective you need to be a threat. A tank that can’t aim isn’t going to be the priority target of the enemy, thus making them pointless in the fight. This is what makes Rhino a good tank, it’s a balance of high DPS and high HP. Vanguard will be decent DPS and high HP(With an HP boosting ability).[/quote]

Idk man… I just think that having a merc, whose sole purpose is to be good at surviving while not actually being much of a powerhouse in combat, would not be a good addition to the meta of Dirty Bomb. Vanguard would have to have the ability to revive people - otherwise he’s basically deadweight on a team: a merc who can stand out in the open without taking damage but in doing so basically turns a 5v5 into a 4v5 by making himself useless in combat.
And even if he could revive people, he’d probably be almost identical to Phoenix - a hard to kill merc (due to his self-revive) who is able to play the medic role.

Also, no offence to you, but he would definitely need a better name.


(JesseKomm) #17

[quote=“ProfPlump;70286”]
Idk man… I just think that having a merc, whose sole purpose is to be good at surviving while not actually being much of a powerhouse in combat, would not be a good addition to the meta of Dirty Bomb. Vanguard would have to have the ability to revive people - otherwise he’s basically deadweight on a team: a merc who can stand out in the open without taking damage but in doing so basically turns a 5v5 into a 4v5 by making himself useless in combat.
And even if he could revive people, he’d probably be almost identical to Phoenix - a hard to kill merc (due to his self-revive) who is able to play the medic role.

Also, no offence to you, but he would definitely need a better name.[/quote]

You misunderstand, the Vanguard is going to be able to perform well enough in combat, similar to Fragger but without the assistance of grenades for splash damage. An assault rifle is plenty dangerous enough to strike fear in the enemy when you have your shield active. Now admittedly the choices of weapons I gave to him can likely change, maybe to include the LMG which Fragger possesses, but I’m trying to avoid this merc being a one-man-army, he’s suppose to be a major threat in the fight, this is what makes enemies attack you and not your team, meanwhile your team is there to kill the enemies while you take the fire.

Vanguard’s name is perfectly suited for his role, which is frontal assault, he’s meant to be on the frontline taking damage and pushing back the enemy with his team. Without his team he will be overwhelmed because the enemy will of course focus on him due to the level of threat he possesses.

Also Pheonix will not be a hard to kill merc, his self revive is likely the same as if being picked up by a non-medic teammate.


(JesseKomm) #18

[Addition](Putting this in a new comment as the original post has gotten quite crowded and I feel information is getting distorted)

Vanguard brings a new weapon to the table and is also his starter gun, currently unnamed he uses a Light Machine Gun which closely resembles an M60, it offers medium damage mixed with a very large 100 round magazine, however upon initial spawn you only have the one(Maximum ammo carried at once is 200, enough for two mags, but you need to be supplied in order to have anything above the first 100 round mag).

This weapon is designed for close range suppression much like the K-121 except with a larger magazine and lesser damage with greater rate of fire… not dissimilar to the MK46(Thunder’s unique LMG). It is burdened with a massive reload and poor accuracy degradation with continuous fire making it essential to burst for range effectiveness.

Let me know what you think, and no I wont post specific stats.


(inane.) #19

I think the idea itself sound pretty balanced, but I have to agree with some of the other complaints. I feel like he doesn’t fit a role in the current meta, that can’t be done better by someone else. The way you designed him he’s meant to be played offensive, like leading the charge into the laboratory in the last stage of bridge. But I feel like fragger (or nader perhaps) is way better for this purpose, not by actually just charging in, but just by smashing the enemy defenses with their explosives. We could take the Rhino+Medic combo for example, fragger and nader have quite a good chance of breaching through it. But even with a total of 250hp I don’t think Vanguard would be able to do that head on. And for the Tank part, I think people would just focus everyone else first, thats the main reason why the classic mmo tank doesn’t work in a fps title. I don’t know if thats the way you wanted this merc to be, but I would suggest somethink like reducing his health to 120hp, upping his shield to 130hp and also make the shield soak damage for everyone in a certain range around you, so your shield gets the damage, instead of the medic standing next to you. Numbers would be up for discussion, but you get the idea.


(JesseKomm) #20

@inane. Interesting points, however I feel as though being more tanky than every class while also being able to remain relatively mobile as well as dish out some pretty high damage would make him more capable than he appears. Yes, Fragger and Nader could perform this role as well, so can Rhino, but Fragger and Nader rely on pretty long cooldowns between grenades and Rhino can be easily taken down since he is very slow with his minigun out. Vanguard on the other hand has higher mobility than Rhino with some pretty high magazine weapons for suppressive and sustained fire, he has an ability which allows him to shrug off much more damage and thus allows him to lead a charge without the requirement of grenades(Which do need preparation before throwing to be effective most of the time, and are not always reliable).

Now as you say you are concerned people will focus on everyone else first thinking this is a classic MMO tank style… that is not true. an MMO tank relies on high defense and has low attack, Vanguard has high health and high attack but is much slower with his shield active, this is how you make an FPS tank, balance health and speed… weapon damage is what you would think of as “threat level”… and he’ll have a pretty high threat with that LMG I proposed.

So with that, if people decide to not worry about Vanguard, they will die to him… without a doubt, he will kill you every time if you ignore him thinking he’s just there to absorb bullets. Now I do like your suggestion of him being able to soak up damage for nearby friendlies, though not sure how that would take place: either passively with the shield up or a second ability… doubt the latter will be helpful at all.

Thank you for the feedback nonetheless.