[Merc Suggestion] : E.X.O(Electronic Xperimental Organism)


(PINGU_1) #1

Merc Name : E.X.O(Electronic Xperimental Organism)

Class - Assault

HP - 120

Speed - 410-430(430 because he wears a exoskeleton which gives him that boost.)

Gender - Male

Nationality - American

The Merc looks something like the below picture:

Profile-
E.X.O is a result of a experiment carried out by the U.S government trying to integrate a exoskeleton with a human body to increase effectiveness of soldiers in army. The Experiment went wrong and he lost his ability to speak and he also he can’t get it removed because the scientists think that might kill him. They fitted a Computer communication system in the exoskeleton for him to be able to communicate. Well after all this E.X.O retired from the U.S army for good and wanted to live a peaceful life. But doing nothing doesn’t help you earn money to survive. He heard of Dirty Bomb going off in London and the rest is history.

E.X.O specialises in close quarters and clearing a room with the help of his exoskeleton’s extra hand which can carry a Kriss Vector SMG(Explained in ability) when it’s fully charged. With the 0.45 ACP rounds he does a lot of damage to the enemies in close range. All though it takes a bit of time to recharge but it’s worth the wait.

Ability#1
X-weapon
Cooldown - 35s
Duration - 15s
Speed of Merc when the ability is active - 430(When not it’s 410)

When the Ability is activated the left arm of the exoskeleton detaches partially from the merc and gets a hold of a Kriss Vector gun so you will have your primary weapon and also the weapon which is controlled by the exoskeleton. It Fires where you are aiming with your primary. Can only track deployables,health/ammo station etc and prioritize as shown below.(You cannot use secondary weapon after ability is activated.)

Priority of the weapon:
1 - Health station.
2 - Mines,sticky bomb,grenades if in FOV.
3 - The enemy we are firing at(No tracking. Will only shoot when and where you aim and shoot.)
4.Ammo station.

Lock-on can be a augment where the tracking(deployables,stations etc)becomes more accurate and quick.

The Weapon stats are explained below:

Rate of fire - 680 RPM,Range-15,Damage-11(body) 22(head),Reload time - 1.9s,Drum magazine- 80 rounds per mag.


Weapons -

Primary -
#1 - Kriss Vector

It’s basically the same as mentioned above but with a long barrel which increase the Range to 18 and also has a drum magazine.
#2 - Crotzini
#3 - KEK-10


Secondary-
#1 - Caulden
#2 - M9
#3 - Selbstadt .40

Melee-
#1 - Beckhill Combat Knife
#2 - Cricket Bat
#3 - Stilnotto Stiletto

Notes:
Taking into consideration that he has only one ability I thought that these stats looked balanced but let me know if there is any tweaking needed.

Made with @derpypenguinz19 's Mercenary Suggestion Form

Edited Stats 16th Feb,2017:
The mounted gun won’t track enemy’s.
Little change in priorities.
Cooldown increased from 30 to 35s.
Rate of fire of Kriss down to 680 from 800.
Damage down to 11(body) from 12(body).


(Mr-Penguin) #2

Interesting. I don’t like the idea of an aimbot (however low the DPS or accuraccy) on a mobile merc that can shoot enemies, but I do like the automatic target priority on deployables and incoming nades.

Perhaps the enemy targeting could be limited to a small cone around the usual reticle, so you still need to track an enemy.


(PINGU_1) #3

@derpypenguinz19 I thought of writing that the camera should be limited to some FOV but didn’t know what exactly should be the number. But yeah I like your idea that it should be limited to a small cone around the reticle. I will soon edit the post. Thanks.


(JJMAJR) #4

This is dual-wielding.

In a surprisingly not bad form.

I don’t think this needs aimbot, just make the SMG fire automatically at wherever you’re pointing at and switch fire control to the pistol. It would act as a form of suppression against enemies to prevent them from coming close.


(PINGU_1) #5

@JJMAJR

[quote=“JJMAJR;c-219045”]
just make the SMG fire automatically at wherever you’re pointing at and switch fire control to the pistol. It would act as a form of suppression against enemies to prevent them from coming close.[/quote]
What do you mean exactly? Sorry but I don’t quite understand it. The idea I gave had dual SMG’s(Kriss Vector) both with the merc and the one which exoskeleton controls. It’s different from the image because the SMG with the pistol is a bit underpowered I think( I maybe wrong). Are you suggesting that one of them should be a pistol which will be controlled by the user and the SMG will fire automatically where it is pointed?


(JJMAJR) #6

If you combine typical SMG DPS with pistol DPS you would get 200+ DPS, with very little spread. In my opinion this kind of ability is extremely powerful, in fact moreso than a character like Rhino even though it uses tons of ammo while Rhino has infinite ammo.

This thing shouldn’t have aimbot. Ever.

In fact, if my suggestion was put into place, you’d still need to decrease the amount of this guy’s health to 100 and increase the speed to surpass Proxy (considering the backstory). There’s no way a character with this much DPS should have skyhammer HP if the thing is on a short cooldown like that. And coming from the backstory, it’s not really going to be easy to justify that anyways.

The Vector SMG also has extremely high DPS, reaching numbers above shotguns. I’d say the damage should be nerfed to 10 and RoF to 750, but even then it puts the KEK-10 to serious shame due to the efficiency of 10 against even-number HP pools, where the KEK-10 is only good against 110 HP characters. Therefore a range upgrade would be a serious mistake, and should probably be worse than the Empire-9’s paltry 11m by default.

This is an insanely powerful character idea but I think there is a way to balance it unlike my earlier suggestion of having a Reaper’s Death Blossom character.

I just wish I could make the ability either more defensive (to make him an engineer) or attach a defense-favoring passive (to again make him an engineer but turn the whole thing on its head).


(PINGU_1) #7

@JJMAJR I see where you are coming from. First lets get rid of the aimbot I understand that not many would like it but I did put it there just in case as an option. Second I don’t think I want to lower his HP to 100 because that would make him vulnerable to many things which doesn’t quite go with the assault merc kind.

And as I said the numbers are there only for a reference but we can change it anytime we want. Maybe the problem is if it has dual SMG with him it will double the DPS which I too think is overpowered to some extent.

But lowering the range less than Empire-9 isn’t a solution where you become so much vulnerable to any merc in the game except the one with shotguns that too does more damage in close combat if used properly. So bascically you will have to rush and then die and that is not very likeable by anyone.

I think that the lowering the HP will push him in the Engineer class which I don’t think is a good idea. So here is what I think should be done.
1st-Remove Aimbot both the weapons fire at the same place where the user is aiming.
2nd - Range of the SMG’s should be kept same.
3rd - Rate of fire should be decreased to 680 with 11(body) and 22(head) damage. Which gives a DPS of about 250 which is 6 less tha KEK-10.
4th - Cooldown looks pretty balanced it’s as same as the stoker’s ability.
5th - If we do dual SMG’s the DPS (head) will be 500(head) which is I think Ok-ish for a ability of a assault merc.

I will edit the post once everything looks balanced and feedback on the updated stats is positive. I don’t think his ability will be better used as an engineer so I would like to keep it as assault for now.


(Mr-Penguin) #8

[quote=“JJMAJR;c-219075”]
I just wish I could make the ability either more defensive (to make him an engineer) or attach an offense-favoring passive (to again make him an engineer but turn the whole thing on its head).[/quote]
Defensive engineer shooting down incoming explosives? That sounds familiar…

I think a good balancing factor would be that the X-Weapon has the exact same functionality, but it just sprays bullets everywhere when activated (and targets deployables).

But like I said, I stay away from weapon-related abilities because I have no idea how to balance them.


(PINGU_1) #9

@JJMAJR @derpypenguinz19 Sorry but I don’t think a merc with these abilities can be a good defensive engineer. As a defensive engineer he should he able to defend and keep off the enemy’s from approaching the objective which I don’t think E.X.O will be good at ,taking into consideration his ability. E.X.O can only protect himself and a few people around him/use the ability to clear a room full of merc or atleast be a distraction so that the team members can do objective in that time. Atleast that’s is what I think.


(GatoCommodore) #10

i think if its exosuit im expecting something like this

carrying off-hand weaponry that shoots together with the handheld weapon
but when disengaged from the suit, you can only use the secondary and knife since the armor is carrying the machinegun/rifle

the exosuit has 100hp and when it broke down the human needs to disengage the suit from the front and the only way to get the suit back is getting it from the spawn

or maybe something like this

a walking shield for the team but your field of view is severely reduced


(Naonna) #11

Before you suggest a character with boosted DPS and an aimbot for deployables, please do the math involved for actually calculating the damage with and without headshots - including spread as a variable. Compare all of that to the kek-10. Use that as a starting point and I might come back to look at this concept.


(PINGU_1) #12

@Naonna If you cared to read the whole thing and see that I edited the stats on 16th Feb you would see that it’s pretty close to KEK-10(DPS) and I also removed the aimbot thing a long time ago. So think before you comment. :wink: