[ Merc Idea ] Zephyr


(SweetGenocide) #1

HP : 90

Speed : 440

Nationality : (Haven’t decided yet)

Gender : Female

Role : Engineer

Primaries :

  • Empire - 9
  • MP400
  • Tolen MP

Secondaries :

  • Sebstalt. 7
  • Caulden
  • DE. 50

Melee :

  • Beckhill
  • Stillnato
  • Cricket Bat

Abilities :

  1. Airdash : Zephyr has jet boots, By clicking jump twice she can dash in the air, she can only dash 2 times (It works like this: Jumping twice = dash in the air, its like 2 jumps in one ; Airdashing in the Right = Dash to the right ; Airdashing back = Dash back ; Airdashing to the left = Dash to the left ; Dashing foward = Dash foward. )

  2. Windblast : Zephyr also haves special wings behind her shoulders, when activating it, she starts charging them, slowing her, when releasing the button, she lets out a blast of wind, pushing enemies back atleast 5 meters back, if an enemy hits the wall, the target will get concussed for 2 seconds

  3. Objective Specialist

(So yeh since we got a medic that has 3 abilities, why not have an engineer with 2 passives and 1 ability?)


(Bluepanda) #2

Why do you want movement ability??? It breaks wall jumps, long jumps etc… which is the main difference this game has compared to other fps…


(Dysfnal) #3

I would highly discourage having MP primaries, sparks has them because her ability is a weapon


(BushWanker) #4

This merc is too weak.


(SweetGenocide) #5

@Bluepanda i kind of want a merc that has it’s own way of mobility, thats why i wanted a character like this.

@Dysfnal welp, since her ability is to just jump around the air, and so on. I tought it would be more balanced giving her MP as primaries, because if not, she could just jump around flank an enemy team, push them to her team and then do a wipe for the entire enemy team.

@Bushwanker errr, try thinking twice, she’s a backdoor engineer (kind of) that means that if she will plant a C4 or disarm one or even repair, she will have enough time to do something else, also the Wind blast causes kind of like… 30 damage if an enemy hits a wall.


(HunterAssassin5) #6

the precise reason it cant be in dirty bomb. the only movement difference between characters is literally movement speed. jump height is exactly the same across the board. i will also have to retract my previous statement that any character can trickjump if the player can time it right. some of the long-distance jumps cant be done with the heavier mercs because the fall speed is the same but the movement speed is reduced, so they’ll miss the spots to jump because by the time they reach it horizontally, they’ve missed it vertically.


(SweetGenocide) #7

Okay, let me try to fix it out a bit:

Instead of machine pistols, she will have smgs: Kek 10 ; Hochfir ; Blishlok

The maximum wind blast damage will be atleast like : 90 (Same as the Katanas right click)

She can’t wall jump at all, she only can crouch jump (just so it won’t break the physics of wall jumping and movement).

The cooldown of the Airdash is aproximatly 7 seconds (same as Fletchers stickies).

The cooldown of the Windblast is aproximatly 12 seconds (same as Phantoms refractive armor.)


(HunterAssassin5) #8

[quote=“SweetGenocide;196056”]Okay, let me try to fix it out a bit:

Instead of machine pistols, she will have smgs: Kek 10 ; Hochfir ; Blishlok

The maximum wind blast damage will be atleast like : 90 (Same as the Katanas right click)

She can’t wall jump at all, she only can crouch jump (just so it won’t break the physics of wall jumping and movement).

The cooldown of the Airdash is aproximatly 7 seconds (same as Fletchers stickies).

The cooldown of the Windblast is aproximatly 12 seconds (same as Phantoms refractive armor.)[/quote]

no, you dont get it: everyone has the same movement mechanics. everyone, without exception. there isnt a written rule as far as i know, but neither is there a rule saying there can’t be a character from the future that decided to take a time machine to the dirty bomb incident because reasons. from the moment you wanted new movement mechanics, the idea was pretty much doomed. hell, im not even that certain characters with more “grounded” movement abilities like wallrunning, ledge-grabbing and sliding might go through without every character also getting those abilities.


(BushWanker) #9

@SweetGenocide A merc that takes that long to prepare his shot needs more DMG/S with that gun.
But I think I read you wrong, is this just a powerful MG which you can place down?


(SweetGenocide) #10

@Bushwanker eh, there isn’t anything involving MGs, she just haves some turbines behind her back, she just charges them, and then fire a gust of wind (made of Neumonia and Hydrogen), and it does 90 damage (same as the Katanas heavy melee) pushing enemies back, and if they hit a wall, then they’re concussed. (for 2 secs)

@TheRyderShotgun well then i’ve gotta remove the airdash, so it won’t take anything away from anyones movement speed or something like that.


(BushWanker) #11

@SweetGenocide I was talking about the wrong suggested merc, sorry.