Merc idea - Worm


(Demonic_Muff1n) #1

Name: Zhang Tao
Age: 30
Gender: Male
Nationality: Chinese
Class: Engineer

Weapons: KEK-10, Remburg 7, Hochfir
Secondary: Empire 9, DE 50, Tolen MP
Melee: Beckhill combat knife, Kukri, Cricket bat

Abilities:

Jammer - Disables enemy HUDs’ for 10 seconds, has a cooldown of 40 seconds.

Spotter program - Reveals enemy electronics for 30 seconds, has a cooldown of 1 min. (Includes revealing mines, sticky bombs, turrets, health/ammo stations)


(GatoCommodore) #2

give it a cooldown of 40 sec


(Demonic_Muff1n) #3

which ability though?


(AlbinMatt) #4

Looks more like a Recon for electronics. Me likey!


(PeterComputer) #5

Hmmm, I like the idea, but there are a few things I’d like to say.

Before anything else, how much health and speed does Worm have?

Now that’s out of the way let’s talk about the backstory:
“Now Zhang is out for blood against the CDA”. Does this mean that only the attackers (aka Jackal) will be able to use Worm? Or will he just ignore his bloodlust and work for the CDA as a defender because… reasons?
If I were you, I’d change up the story just a little bit in that sense. Or you could just rework it entirely since it’s not very interesting in the first place. Then again that isn’t that much of an issue because a lot of merc backgrounds are quite boring anyways.

Next up, weapon loadout:
I am not really a fan of the primary weapons available. I’m fine with the KEK but giving an engineer and M4A1 and a Timik? Engineers shouldn’t have the combat advantage in most situations and weapons like those are just too competitive for an engineer in my opinion.

I’m happy with the secondary weapons though. You don’t get to see machine pistols enough in DB but giving the players the option to use the Deagle is a good thing.

Finally, the melee weapons. “Beckhill combat knife”- alright pretty standard I’m fine with that.
“Kukri”- I guess I can see that working, there are some situations where a more heavy-hitting weapo…
-“Katana”- Excuse me? Did… Did I read that right? So you want to create an engineer that has pretty offensive primaries, can detect enemy deployables AND has a katana? I… I don’t even know what to say. Really, I don’t even have constructive criticism here. Well… let’s move on.

When it comes to the abilities, I really like their concepts but the duration and the cooldown period are way off:

Jammer: How does the Jammer work? Is it an object you place on the ground that turns of the HUD’s in a certain area around it? Does it have an activation period like the Health Station? Or is it just a button you press and everyone in a certain area (or the whole map) loses their HUD? If it is the latter, I’d recommend reducing the duration of the ability to 3-5 seconds since 20 seconds is way too long and the cooldown to about 30-45 seconds. You could basically wipe an entire team in 20 seconds since they couldn’t see their health or crosshairs.

Spotter Program: I have the same questions with this ability. Is it a deployable, is it a button you press? Does it detect everything in the whole map? Yadda yadda. I’m actually ok with the cooldown timer if you are the one performing the ability and not a machine you place down.

Before I end this rant, I just want to say that Worm would maybe work better as a Recon character rather than an Engineer. If you look at other engineers, their abilities synergise well with their role. Bushwhacker plants a bomb and defends it with a turret. Proxy plants a bomb and protects the routes leading up to it. Anyways, you get the idea. I don’t feel like Worm’s abilities fit his role that neatly. I’m probably being a bit nitpicky bit I feel like I needed to say this.

Sorry if I was too critical of Worm, but I really like his abilities and I genuinely want to see something like them in the game. I feel like our ideas could go places and that’s why I maybe was a bit harsh.

Anyways, I’d love to hear back from you and hear your thoughts. Get typing!


(Demonic_Muff1n) #6

[quote=“PeterComputer;c-226736”]Hmmm, I like the idea, but there are a few things I’d like to say.

Before anything else, how much health and speed does Worm have?

Now that’s out of the way let’s talk about the backstory:
“Now Zhang is out for blood against the CDA”. Does this mean that only the attackers (aka Jackal) will be able to use Worm? Or will he just ignore his bloodlust and work for the CDA as a defender because… reasons?
If I were you, I’d change up the story just a little bit in that sense. Or you could just rework it entirely since it’s not very interesting in the first place. Then again that isn’t that much of an issue because a lot of merc backgrounds are quite boring anyways.

Next up, weapon loadout:
I am not really a fan of the primary weapons available. I’m fine with the KEK but giving an engineer and M4A1 and a Timik? Engineers shouldn’t have the combat advantage in most situations and weapons like those are just too competitive for an engineer in my opinion.

I’m happy with the secondary weapons though. You don’t get to see machine pistols enough in DB but giving the players the option to use the Deagle is a good thing.

Finally, the melee weapons. “Beckhill combat knife”- alright pretty standard I’m fine with that.
“Kukri”- I guess I can see that working, there are some situations where a more heavy-hitting weapo…
-“Katana”- Excuse me? Did… Did I read that right? So you want to create an engineer that has pretty offensive primaries, can detect enemy deployables AND has a katana? I… I don’t even know what to say. Really, I don’t even have constructive criticism here. Well… let’s move on.

When it comes to the abilities, I really like their concepts but the duration and the cooldown period are way off:

Jammer: How does the Jammer work? Is it an object you place on the ground that turns of the HUD’s in a certain area around it? Does it have an activation period like the Health Station? Or is it just a button you press and everyone in a certain area (or the whole map) loses their HUD? If it is the latter, I’d recommend reducing the duration of the ability to 3-5 seconds since 20 seconds is way too long and the cooldown to about 30-45 seconds. You could basically wipe an entire team in 20 seconds since they couldn’t see their health or crosshairs.

Spotter Program: I have the same questions with this ability. Is it a deployable, is it a button you press? Does it detect everything in the whole map? Yadda yadda. I’m actually ok with the cooldown timer if you are the one performing the ability and not a machine you place down.

Before I end this rant, I just want to say that Worm would maybe work better as a Recon character rather than an Engineer. If you look at other engineers, their abilities synergise well with their role. Bushwhacker plants a bomb and defends it with a turret. Proxy plants a bomb and protects the routes leading up to it. Anyways, you get the idea. I don’t feel like Worm’s abilities fit his role that neatly. I’m probably being a bit nitpicky bit I feel like I needed to say this.

Sorry if I was too critical of Worm, but I really like his abilities and I genuinely want to see something like them in the game. I feel like our ideas could go places and that’s why I maybe was a bit harsh.

Anyways, I’d love to hear back from you and hear your thoughts. Get typing![/quote]

yeah thanks for that overview on this merc, i patched up whatever holes you found in this merc. check it out above, and btw i just removed the backstory cause it’s really no point in adding cause it doesn’t really affect the game in any way. btw the jammer is just a button you press and same for the spotter program


(Doggerinoz) #7

Sounds cool, only thing I’d change is give him an EMP grenade like Thunder used to have that’d be able to disable/hide the effected player’s HUD along with making health/ammo stations unusable for a few seconds.


(Demonic_Muff1n) #8

i do agree with you but there might be some balancing issues with emp grenades


(Mr-Penguin) #9

i do agree with you but there might be some balancing issues with emp grenades[/quote]

Thunder’s conc used to have an EMP effect and it was fine.


(Your worst knifemare.) #10

The only issue i really see with giving him an EMP grenade is that it takes away from an already weak Phantom.


(AlbinMatt) #11

@Lord_Coctus Taking the EMP away from Phantom would probably buff him. Yesterday, I was sitting near my turret when it suddenly went quiet. No fizz no sparks, just quiet, so I just started spraying the Blish, and killed TWO Phantoms. The EMP just goes against his stealth infiltration role.


(SparkyShock) #12

@AlbinMatt said:
@Lord_Coctus Taking the EMP away from Phantom would probably buff him. Yesterday, I was sitting near my turret when it suddenly went quiet. No fizz no sparks, just quiet, so I just started spraying the Blish, and killed TWO Phantoms. The EMP just goes against his stealth infiltration role.

Since you were talking about Phantom… why not make his EMP a button he presses? Same range, same effects, just not always active so he can STEALTH.


(AlbinMatt) #13

@SparkyShock The merc that OP suggested is meant to fill in that EMPing and sabotaging enemy equipments. As the merc is more of an offensive enguneer, it would fit Zhang very nicely.

Phantom just needs an identity. Is he a sneaky infiltration agent meant for flanks, or is he a supportive sneaky gunman? Hell, why is he even a recon?


(PeterComputer) #14

[quote=“Demonic_Muff1n;c-226766”]

yeah thanks for that overview on this merc, i patched up whatever holes you found in this merc. check it out above, and btw i just removed the backstory cause it’s really no point in adding cause it doesn’t really affect the game in any way. btw the jammer is just a button you press and same for the spotter program[/quote]

No problem! I think you’ve forgotten to write his health and speed though. Also, what’s the range on Zhang’s abilities?


(Doggerinoz) #15

Sounds cool, only thing I’d change is give him an EMP grenade like Thunder used to have that’d be able to disable/hide the effected pl[quote=“Demonic_Muff1n;c-227225”][quote=“Doggerinoz;c-227051”]Sounds cool, only thing I’d change is give him an EMP grenade like Thunder used to have that’d be able to disable/hide the effected player’s HUD along with making health/ammo stations unusable for a few seconds.[/quote]

i do agree with you but there might be some balancing issues with emp grenades[/quote]

Yeah like @Mr-Penguin already said when there was an EMP grenade in Dirty Bomb is was fine, probably could’ve used some buffing as well in all honesty.