[Merc] Shard (Revisited)


(gg2ez) #1

This is a revisitation of my merc concept, Shard. More detail has been put into the description and reforms have been made to the ability.

“Shrapnel Grenades, dangerous to me, dangerous to you. High risk, high reward.”

Assault, 120HP, 410SP.

Bio - Ex-Polish Military, Shard rose to high ranks within her unit due to her exceptional combat skills and innovative utilisation of weaponry, however, it wasn’t long before Shard was found guilty of breaching Geneva Convention III by executing a prisoner soldier who had killed off 60% of her entire unit using explosives. Shard was discharged, but thirsty to spill more blood, Shard jumped at the opportunity to fight in the Dirty Bomb conflicts.

Primary Ability [Q] - Shrapnel Grenade

  • The Shrapnel Grenade is a throwable that detonates with a fuse time of 4 seconds. Upon detonation the Shrapnel Grenade propels 60 hitscan pellets outwards in a truncated icosahedral pattern (each pellet is positioned to represent the vertices of a European Football).
  • Each pellet does 5 DMG, this means that the maximum damage output a Shrapnel Grenade can create is 300 DMG, however, the geometrical distribution of the pellets makes it so that a maximum of 150 DMG can be done to each merc on the rare occasion that the Shrapnel Grenade actually detonates whilst in perfect, chest level contact with an enemy.
  • Shrapnel has a large damage falloff to compensate for its hitscan range, doing a minimum of 1DMG/pellet.
  • Shrapnel Grenades will also harm Shard.
  • The Shrapnel Grenade has a cooldown of 35 seconds but two can be carried at a time.
  • Shrapnel is textured as the same yellow lines that the Mini-Gun produces.

[spoiler]This is a truncated Icosahedron

Pellets are positioned where the vertices of the polyhedron are.[/spoiler]

Primary Weapons [1]

  • Empire-9
  • Hochfir
  • KEK-10

Secondary Weapons [2]

  • Selbstadt
  • DE.50
  • M9

Melee Weapons [3]

  • Beckhill
  • Stilnotto Stiletto
  • Cricket Bat

Appearance - Shard wears a bandana of varying colour (depending on card skin) around her forehead similar to how Nader wears her bandana, holding up long, middle-parted bangs. Her hair is styled in a low hanging ponytail. She wears a tactical vest with a padded, high collar neck-guard. On her legs she wears tight, black pants similar to Sparks with a white stripe going down the side of each leg. She also wears a belt across her waist that includes a holster to carry her pistol and a case for her Shrapnel Grenades. Her eyes are covered by a pair of transparent, acrylic safety-glasses.

Writer’s notes

[spoiler]Yes, I know. Empire-9 as a primary weapon on an assault merc? Pretty crazy.

Shard’s Shrapnel Grenades are the definition of weaken and finish. The Shrapnel Grenades are made for clearing rooms by softening targets so Shard herself can finish off targets rapidly with her Empire-9.

Landing Shrapnel Grenade at an opponents feet is a devastating move, just make sure to find cover as soon as you toss the Nade or you will get hurt. You can use both Shrapnel Nades at once to force an opponent out of cover or to trap the opponent. [/spoiler]

Thanks for reading!


(HunterAssassin5) #2

that looks like vassie’s snowball, i’d tell you to use a pineapple nade instead, but fragger calls his nades pineapples even though they’re smooth in a quote.

this seems very interesting. with fragger being nerfed, though, she might not make it very far. you’re talking explosion damage in addition to hitscan damage, its gonna be nerfed to shit if its going in the game.

in addition to that…fragger is an existing merc in the game. i dont see how another nade-tosser can make her way into the game when there is already one there. to sumarize the ability up, its fragger’s nades, 2 of them at any one time, with extra range and maybe reduced damage per person, depending on some stuff. could be useful clearing out rooms, but stroker’s mollies and thunder’s concs do a pretty good job of that already, and the grenade indicator can make fragger nades useful for scaring people if it comes down to it.

the nade could probably be passed onto fragger, but it might be hard for the merc shard herself to be in the game because fragger is.


(gg2ez) #3

[quote=“TheRyderShotgun;131650”]that looks like vassie’s snowball, i’d tell you to use a pineapple nade instead, but fragger calls his nades pineapples even though they’re smooth in a quote.

this seems very interesting. with fragger being nerfed, though, she might not make it very far. you’re talking explosion damage in addition to hitscan damage, its gonna be nerfed to shit if its going in the game.

in addition to that…fragger is an existing merc in the game. i dont see how another nade-tosser can make her way into the game when there is already one there. to sumarize the ability up, its fragger’s nades, 2 of them at any one time, with extra range and maybe reduced damage per person, depending on some stuff. could be useful clearing out rooms, but stroker’s mollies and thunder’s concs do a pretty good job of that already, and the grenade indicator can make fragger nades useful for scaring people if it comes down to it.

the nade could probably be passed onto fragger, but it might be hard for the merc shard herself to be in the game because fragger is.[/quote]

There is no explosion damage, just hitscan.

Thunder’s Concunades can’t clear rooms for sh*t, Stoker on the other hand does it pretty well. I don’t think Fragger’s exsitence will be must hindrance at all to Shard. Fragger is a heavy merc that focuses on breaching rooms with his powerful guns and grenades whilst Shard is meant to soften enemies for herself and allies whilst hanging at the back. If anything, Nader’s ability to barrage Nades and provide support doing so is the big hindrance for Shard.