[Merc + Weapon] Haze


(gg2ez) #1

Merc Overview: Haze

Haze is an Assault merc. Her job is to eliminate and fracture the enemy team, making it easier for her own team to advance. In contrast to her more forward minded colleagues, Haze does her best work from the rear end of the enemy team by using her Gas Capsules to enclose her opponents and finishing them off with fatal blows from weapons in her arsenal.

Stats

HP: 100p
SP: 410p

Basically the same speed as Bushwhacker but 10HP less.

Abilities

Haze uses a single-shot, handgun form factor grenade launcher and uses a gas capsule for ammunition.

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Passive Trait - Rebreather: When Haze is above 50HP, she gains immunity to all gas hazards for 10 seconds at a time. This includes gas from broken radiation fans as well as her own gas capsules.

Primary Ability - Gas Capsule: [i]Haze draws her Grenade Pistol and loads a single Gas Capsule into it. The Gas Capsule ruptures on impact, releasing all of its contents in a direction consistent with the movement of the capsule pre-rupture. The maximum AoE of a Gas Capsule is volumetrically identical to the barrier room in Underground.

The gas does 12DMG every 0.5 seconds but HP lost within the gas is regenerated rapidly at a rate of 7HP every 0.5 seconds. The gas also causes hallucinations, enemies inside the gas will experience a “double vision” effect.

Gas can be dissipated with 60DMG worth of explosives, gas also self-dissipates after 14 seconds. Gas Capsules regenerate at a pace of 1 Capsule per 27 seconds, 1 can be carried at a time. [/i]

Situational Ability - Corrosive Death: Haze swallows a Gas Capsule while downed. The next person to knife/shoot her will get a nasty surprise when the Gas Capsule is ruptured from within her. The volume of this gas cloud is about a quarter of the size of a regular gas cloud.

Equipment

[i]Primary:

Secondary:

  • DE .50
  • Selbstadt .40
  • Simeon .357

Melee:

[list]
[]Beckhill
[
]Stiletto
[*]Cricket Bat
[/list][/i]

Counterplay

[i]Haze’s arsenal benefits her most when her enemies are in close range. Staying away from her is an effective method to avoid her AA-21 shotgun. When caught within gas, just run. The sooner you leave the gas cloud, the better chances you’ll have of surviving skirmishes with nearby enemies.

When Haze jumps, her AA-21’s spread increases exponentially. Use her jumps to indicate “safe-times”. Each pellet only does 3 DMG, move around unpredictably to minimise your chances of getting hit by all pellets. [/i]

Backstory
Before the DB conflicts Haze was a Norwegian military scientist with a keen interest towards chemical warfare. Before she was discharged for getting caught stealing funds to further her research, Haze successfully bonded a hallucinogenic filler compound to Tungsten Hexaflouride gas of which she uses in her Gas Capsules. Haze, needing more money to further her research even more, decided to use her Gas Capsules in the DB conflicts.

Appearance

Haze is a moderately athletic female of fair-skin with dark-brown hair worn in a low-bun. She wears a grey, high-collared, zipped-up khaki jacket on her torso. On her waist, she wears a belt suspending a carrier for her Grenade Pistol and Gas Capsules as well as a reserve tank for her rebreather. She wears a gas mask that looks like the 3M 6200 Particle Respirator.
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(TheVulpesFox) #2

Hmm interesting idea. I’ve always liked the thought of the gas with hallucinations. It seems like a long time to last although it does have low damage intake. I think the cooldown should be a little longer than the maximum amount of time the gas can be active.
I really like the passive.


(gg2ez) #3

[quote=“TheVulpesFox;144461”]Hmm interesting idea. I’ve always liked the thought of the gas with hallucinations. It seems like a long time to last although it does have low damage intake. I think the cooldown should be a little longer than the maximum amount of time the gas can be active.
I really like the passive.[/quote]

Thanks for the feedback. I wasn’t thinking when I made the duration and cooldown the same. Changed it.


(HunterAssassin5) #4

pretty interesting, i’d rather the situational ability be dropping down a gas nade and covering her in a protective shroud of poision gas and then wait for a medic to save her while hoping no enemy figues out they can just shoot the downed body from outside the cloud. makes it different enough from nader’s marty than what it currently is.
other than that, it looks about ok, im worried about the full-auto shottie, though.


(gg2ez) #5

[quote=“TheRyderShotgun;144741”]pretty interesting, i’d rather the situational ability be dropping down a gas nade and covering her in a protective shroud of poision gas and then wait for a medic to save her while hoping no enemy figues out they can just shoot the downed body from outside the cloud. makes it different enough from nader’s marty than what it currently is.
other than that, it looks about ok, im worried about the full-auto shottie, though.[/quote]

I think I’ll keep the situational ability a noob trap. The Full-Auto shotgun shouldn’t be something you worry about. Even though it’s firerate is higher than all the other shotguns, it’s damage per second is equivalent to the Ahnuhlds (which by the way is the lowest DPS shotgun) and the spread is much wider than the Ahnuhlds.


(RazielRMA) #6

First issue is going to be her health. Something more like 120 or so. Somewhere around Nader who is also assault rather than Bushwhacker, an engi.

My second issue is her rebreather. For the most part gas isn’t really a big thing in the game. There are only 2 places where you’ll see it, Terminal and Underground. Gas pump areas are easy to get through with Phoenix so that’s a non-issue. The problem here is really Underground. As long as this merc can sneak past the enemy team they can be ready to plant the second objective before anyone can make it down the stairs. It wouldn’t make sense if the she is immune to gas in this instance.

The 4 second kill time on 100 hp mercs isn’t too bad. Most will be able to get out if they have full health. Not sure about the dissipation time though. Basically, unless manually dissipated, there will be 8 seconds of down time only, after a potential of over 400 damage. The time might have to be dropped closer to 14 seconds. That or the cooldown would need boosted up to 28-30 area.

Basically, this merc looks like a gas Nader. That’s the impression I get. Not a bad deal. You might change the situational ability to pop a gas cloud on command instead of on knife. Otherwise you’ll eventually stop getting to use the skill because people will just shoot you, and since it’s knife only, no cloud.

I do like the idea of an automatic shotgun. At first I saw assault class and shotgun and thought eh… Then saw that it was automatic. That could actually be pretty decent. Not too keen on the other shotguns on an assault class though unless they are heavy enough to manage it, like Rhino who also has a minigun.


(gg2ez) #7

[quote=“RazielRMA;144938”]First issue is going to be her health. Something more like 120 or so. Somewhere around Nader who is also assault rather than Bushwhacker, an engi.

My second issue is her rebreather. For the most part gas isn’t really a big thing in the game. There are only 2 places where you’ll see it, Terminal and Underground. Gas pump areas are easy to get through with Phoenix so that’s a non-issue. The problem here is really Underground. As long as this merc can sneak past the enemy team they can be ready to plant the second objective before anyone can make it down the stairs. It wouldn’t make sense if the she is immune to gas in this instance.

The 4 second kill time on 100 hp mercs isn’t too bad. Most will be able to get out if they have full health. Not sure about the dissipation time though. Basically, unless manually dissipated, there will be 8 seconds of down time only, after a potential of over 400 damage. The time might have to be dropped closer to 14 seconds. That or the cooldown would need boosted up to 28-30 area.

Basically, this merc looks like a gas Nader. That’s the impression I get. Not a bad deal. You might change the situational ability to pop a gas cloud on command instead of on knife. Otherwise you’ll eventually stop getting to use the skill because people will just shoot you, and since it’s knife only, no cloud.

I do like the idea of an automatic shotgun. At first I saw assault class and shotgun and thought eh… Then saw that it was automatic. That could actually be pretty decent. Not too keen on the other shotguns on an assault class though unless they are heavy enough to manage it, like Rhino who also has a minigun.[/quote]

Her HP is more along the lines of balancing and out her other factors. I’ll make some adjustments to her passive so that it can’t be abused on Underground. Her situational will remain the same, it’s not just knifing, it’s basically just being finished off that will trigger the cloud (should’ve made that clearer, sorry). The dissipation time is up for debate, I might just amp up the cooldown though.