Merc Suggestion: Pulser (Medic)


(PeterComputer) #1

b[/b]
Class - Medic
HP - 100
Speed - 420

Profile
Pulser always was one step ahead of the game. Having talked and blackmailed his way to the Honour Board at Med School, the Italian man caught the attention of many doctors and surgeons around the world. One of them though, intrigued him. Pulser never took a liking to the unorthodox surgeon but after several months of praising and sweet-talking, he managed to get his trust and be filled in on all the experimental tech. That day, the Italian decided to work after-hours. When the surgeon arrived to his office the day after, Pulser was nowhere to be found and he was one hard drive shorter.
Pulser went dark the next few years, always developing new tech that failed miserably, one after the other. One day though, he read a very insightful paper on BioTech and got his “Eureka” moment, per se. When the Dirty Bomb attacks happened in 2018, Pulser finally got the opportunity he was looking for to test out his new tech.
He expected the gunfights, but what he didn’t expect, was to see familiar faces.

Pulse Station
Cooldown - 17 Seconds. Only starts charging once ability is over.
Duration - 1.5 Seconds for Activation
Description: Pulser can press the Q key to place down a Pulse Station which, after activation, will release 3 bursts pulses with a 1 second cooldown between them, healing 50 hitpoints each. After the 3 bursts have been released, the station self-destructs, not dealing any damage.
Pulser may not pick the station up unless it has not been fully activated yet. In this case, 70% of the cooldown is skipped, leaving him with a 5 second cooldown. There is no added cooldown if the enemy destroys the station at any phase.

Defibrilator
This is pretty self-explanatory.

Dying Gift
Cooldown - 40 Seconds.
Duration - 1.5 Seconds for Activation.
Description: While downed, Pulser may press the E key to release a pulse that heals 90 hitpoints to every teammate around him, dying in the process. This however, requires a short period of activation, making him a top priority target while on the floor.

Weapons-
Primary - Hochfir, SMG-9, Ahnuhld-12
Secondary - Caulden, Selbstadt .40, Empire-9
Melee - Beckhill Combat Knife, Stillnotto Stilleto, Cricket Bat.

Notes
I’m not too happy with the 3rd ability’s name, if someone has a better suggestion, then by all means do tell me. Hell, I’m even open to a new name for the merc, this one isn’t really that catchy. Also, if you have anything you’d like to add to the backstory, feel free to write it down below!


(PeterComputer) #2

Forgot to credit @Mr-Penguin for the suggestion form! Sorry about that.


(Your worst knifemare.) #3

Abilities:
Not sure how i feel about the pulse station due to it being similar to a weak healing station.

Dying gift is like a high risk, high reward type of ability which seems fair. Mabye extend its activation time to 2-2.5 seconds and/or lower the HP healed to around 70-75 since Pulser has another healing ability.

Primary: 2 Smg’s make sense since all of the medics except sporks have at least 1. If it were me I would swap the Ahnuhld for the Blishlok to fit in with the other Smg’s and to allow more ranged combat.

Secondary: Not sure how Empire-9 would play out, but I don’t mind it.

Melee: Basic melee setup, no issues

Another name you could use for Dying gift is Last resort or Final stand.
[spoiler]Though Dying gift doesn’t sound bad.[/spoiler]

[quote=“PeterComputer;d-36320”] When the Dirty Bomb attacks happened in 2018, Pulser finally got the opportunity he was looking for to test out his new tech.
[/quote]

DB didn’t happen until 2020…paradox?


(PeterComputer) #4

@Lord_Coctus
Well, the Pulse Station is supposed to be a quick support device that can save you in the moment and help you secure the area but not maintain it. In some ways, I see it as a more offensive Health Station. When you’re attacking as an Aura, you really need to be careful where you place your Station down because if it gets destroyed, your team is in a really bad spot for the next 20 seconds or so. Pulser though, can just plop his Pulse Station behind the simplest cover and allow the team to move foward a few more meters. I don’t know if I made it clear enough or not, but each pulse of health restores 50 hitpoints instantly. I do understand where you’re coming from though.
Do you have any suggestions to make the pulse station more viable? Possibly making the cooldown shorter?

I was a bit fearful of Dying Gift being a bit too op. I think that reducing it to 70/75 health given would be more appropriate then extending the activation period. By the time you’ve been on the floor for 2/2.5 seconds, you’re either dead or being revived.
While Dying Gift is a good name, I think Last Resort fits the character a bit better. Thanks for the suggestion! :smiley:

[quote=“Lord_Coctus;c-226334”]

DB didn’t happen until 2020…paradox?[/quote]

oh god im going insane, ignore that you saw nothing


(Your worst knifemare.) #5

@PeterComputer i read through the Pulse station again and saw how you meant offensive ability(I was only seeing it in a defensive point of view), Also sparks and sawbones have similar healing abilities so I don’t see why it wouldn’t work the way it is.

Honestly I like it the way it is set currently. 20 seconds is fair to wait for a total of 150 health, plus unlike Aura, it doesn’t allow as much tanking.

[quote=“PeterComputer;c-226343”][quote=“Lord_Coctus;c-226334”]

DB didn’t happen until 2020…paradox?[/quote]

oh god im going insane, ignore that you saw nothing[/quote]

As long as no blackholes randomly appear it’ll be okay. Also okay if random Sparks’ start appearing.


(Naonna) #6

For front line healing, doesn’t phoenix do the same thing?


(PeterComputer) #7

Yes! But I find that Phoenix is a bit unreliable if you’re trying to push fowards. Sure, your team can press onwards wuth Phoenix coming in behind supporting them with a healing pulse but chances are they’ll die shortly after. Pulser provides a more stable and reliable healing method, which can help a team in situations other medics couldn’t save.

I don’t want to completely take Phoenix out of the picture though, so that’s why I chose to give Pulser’s Station such a big cooldown compared to Phoenix’s Pulse. In situations where you only need to keep a couple of people alive (i.e. flanks, attacking secondary objectives), I would still choose Phoenix over Pulser any day of the week. But if you’re out there in main routes trying to breach through an area, Phoenix won’t be the most appropriate merc, as your team will take damage faster than you can heal.

I still stand by what I said before, for me, Pulser is a more aggressive Aura. On one hand, you’ve got more traditionally defensive mercs like Aura and Sawbones and on the other hand, you have Phoenix and Sparks. Having another front line healer wouldn’t hurt.

I understand why you’d be doubtful though!

Also, @Lord_Coctus , I forgot to talk about the Ahnulhd and the Empire-9 a few days ago.
I tried to fit the Ahnuld as a weapon option because I don’t imagine that Pulser will ever far enough from the enemy in order to justify the Blishlok. That’s actually the same reason why I also gave him the Empire-9.
Sure, immortal demi-gods will prefer the Blishok over the Ahnulhd in breach and clear situations which are where I envision Pulser being the most effective, but overall I think the Ahnulhd goes a bit better with the aggressive merc that I envision Pulser to be. Plus, it just gives this shotgun another chance to shine. Same goes for the Empire-9. We just don’t have enough mercs that use machine pistols.

I’m open to suggestions though. Again, with the right arguments, you can convince me to alter anything about Pulser!