[Merc] one for each class


(Only_Use_Me_Lazer) #1

Medic
So, I’ll start with what’s probably an awful idea for a medic, but here goes. High HP, high speed, but only a handgun and knife as a weapon, so they can go into the middle of a fight and defib.

Engineer
Moving on to something less…crap, is what I think would make an interesting, although maybe pointless, addition. An ex-fireman with maybe a shotgun and smg, comparable to Fletcher. A fire-axe would make a logical melee. The ability would be a fire hose that fires high pressure water that does negligible/do damage, but pushed players back to help guard a door, but need to recharge often. Also, can put out flames.

Fire Support - Cracker
Alright, an Idea that I think is actually good, mostly. He wears a pyrosuit that provides resistance to flames, such as his own and Stroker’s, whether complete immunity or just resistance (or none, but for looks). The reason for this? he has a flamethrower as a primary ability. Can fire for five seconds before needing to cool down, and has only a small range, but is highly effective in that range.
Hp about 120
Speed about 410
Weapons would be similar to other fire support. Secondary ability of an ammo station

Recon - Dove
Sky Dover was a tester for a new type of recreational drone. Whoever was the best pilot when the drone hit the shelves would get the prototype for free. Sky practiced constantly, but still couldn’t beat one of her competitors. However, he died in the dirty bomb incident, ans she became the winner.

I suppose this could be an engineer instead, but recon just seems better.
Dove has mostly closer quarters weapons, similar to Phantom. The reason she is recon is because she can throw a drone that can fly above the battlefield and detect players anywhere. It can be used to dive-bomb enemies, but that adds an extra 30 second to the 30 second cool down. However, in order to control the drone she must stand still, so will either need to stay back or be supported by teammates.
HP 90
Speed 430

Assault - Akimbo
Archy Akimbo is a fast assault character with low health, making him a glass canon.
His primary weapon is two smg’s duel wielded (such as the FMG9’s we all loved in MGS3) with a secondary as a shotgun.
HP 90
Speed 430
His two abilities are a dash, with ‘Q’ dashing to the left, ‘E’ to the right. However, if he goes down he puts up a last stand, so he can still shoot while down (although this could be too OP).

Edit
Alternatively, and probably better, make the akimbo the ability, starting with four clips, recharging 1 per 10 seconds, with a shotgun primary and handgun secondary. Also, higher Hp to about 130, and lower speed


(MrSoUndso) #2

I like the idea of a merc with a flame thrower but remove his fire resistance. Imagine your fighting with the flame thrower and you cannot deal damage to him.

PS: Stoker don’t have fire resistance, too.


(sgtCrookyGrin) #3

interesting, some of these are nice, some a little meh, but I like it, UPVOTED!!!


(Only_Use_Me_Lazer) #4

With some, specifically the fireman and the medic, I was really grasping at straws, and if they somehow got in, I can’t for my life think of a single reason to use them. I know I wouldn’t. But hey, thanks


(Naonna) #5

Time for the weekly reviews (Not that anyone reads/cares about my posts.)

medic - See anyone’s early complaints about phantom before he was nerfed into the sewers, melee issues aside.

Fireman - Knockback in games can be VERY powerful. The air blast of tf2’s pyro is a nice example. Applying this in a game such as DB could either be useful or very problematic. Whenever a player is not in control of their own character, disorientation occurs. - Being helpless or shoved around can be a great salt-mine as you get shot at by an opposing enemy team: even for a short few seconds.

Mobility guy - I’ll be honest, Duel wield just means a temporary high dps: so that’s up to the number-balancing-guys. Mobility, however can be an interesting part of gameplay. I personally love that DB has wall-jumps and long jumps. Further mobility within the game may be seen as unfair by some players. (Meaning those who have trouble hitting an aura or proxy)
Giving extra mobility to a merc would have to be done very carefully. Also, it was unspecified if the dashes for this merc would be allowed in the air while jumping/falling, or limited to ground movements. This would add a very high skill ceiling, on the merc, but also would put him into the same category as Phantom is currently. No ammo-giving or healing or engineering… People would have similar problems.