This comes from a Reddit thread I posted, apologies if its a little pieced together to fit the submission format.
Class- Medic
Profile A highly established chemical engineer loses it all after a freak accident happens in London, fast forward to present day; this scientist, after the loss of his laboratory, starts to lose his grip on reality, further accomplished with the help of the substances that he just finished developing before London was abandoned and the setting of Dirty Bomb began. With the half enraged and half chemically influenced, he joins Jackal and becomes a mercenary to ‘take off the edge.’
Abilitys 1/2/2.1: The main idea that I have for Syringe follows two main modes for a unique weapon that he could draw out. A modified needle/syringe gun, somewhat like Sparks’ revive gun but not for that purpose; It is important to remember that I initially envisioned that this character would be a support/medic one. Therefore would have access to the defibrillator. The first mode: This would be fairly straight forward; alongside the defibrillator, this first mode of the syringe gun would fire needles that slowly regenerated friendly’s over a period of time, 10 seconds for example. but as I said, later to be decided the exact statistics. This would therefore add a new dynamic to each match, adding a (dare I say) a medium-long range med pack that allows medics to heal from a distance which is something that we don’t have yet. There’s revives, but no real way for anyone to HEAL in a desperate situation, from afar, without suiciding into a group of people and chucking med packs left right and centre. I’d imagine this would have a recharge timer on it or a slight delay to avoid spam and invisible mercs if you have good enough aim.
Second Mode: Now this is definitely something that would need work on and ATM is clearly something to put a pin into until you can figure out the intricacies. This mode would involve BUFFING mercs, much like the heal mode, this would involve making targeted friendlies faster in movement speed and/or melee and making their cool-downs on THEIR abilities go down quicker (I.e by 5-10-20%, take your pick). Obviously this ability is a lot more advanced and would have to come at a the cost of a lower range.
Mode 2.1: After some consideration, there is also a third possible mode that could substitute the second mode. This would be quite simply a poison effect that deals DAMAGE to enemies when targeted by one of these needles.
HP: Now, you may notice that quite frankly there’s no really squishy male mercs in the game like Aura, Proxy, Kira or Sparks. What I would like to see is this male merc actually filling that space obviously having less armour/health like all the other male mercs. So stats wise, I say lower the health and increase the movement speed. Ideally, I’d like him to have around 90/100 HP and the same sort of speed as the smaller, faster mercs.
Weapons: [primary] Hochfir, Stark AR and the Dreiss AR. The dreiss appealing to the mid-range feel I proposed.
[secondary] Caulden, M9 and the Sebstadt.40
[melee] Cricket bat, kukri, beckhill combat knife.
Notes: Well following the lore I created, I envision Syringe to look a little ‘off the rocker,’ showing the damage frequent use of this chemical he created has done to him, perhaps explaining why his health is lower than average male mercs. It would be cool to see him run around with vials of brightly coloured liquids in his toolbelt to signify the two modes of his gun; (e.g BUFF and HEAL) I’d probably differentiate the two by the colours light blue for healing and a light purple for buffing.
As I said this is merely conceptual and would be IMO a fun addition to the game to spice up the role of a medic. Its time to coax snipers into playing mid-field, healing up our guys trying to plant or defuse the objective.
If you have any further questions or want any other information on the character feel free to reply, I’d love for all of us in the community to develop him from the base level I proposed.