[Mercs] Scraps and Pusher


(911AmberLamps) #1

Name: Scraps
Gender: Female
Nationality: Dutch
Health: 90
Speed: 460
Class: Engineer

Primary Ability
Nail Bomb - Scraps keeps up to 2 of these on hand, with a cooldown of 25 seconds to refresh each. They are low-damage, high area-of-effect explosives which propel shrapnel, causing 30-50 points of damage depending on the target’s distance from the blast’s center. Additionally, all deployables in the area of effect are destroyed and mercs damaged by the blast suffer half the damage initially dealt over the next 8 seconds unless healed, which instantly ends the effect. This ability benefits from explosion-related augmentations. Damage dealt to objectives is negligible.

Primary Weapons

  • KEK-10
  • Crotzni
  • SMG-9

Secondary Weapons

  • Caulden
  • Simeon .357
  • Selbstadt .40

Melee Weapons

  • Stilnotto
  • Kukri
  • Cricket Bat

Quotes
Selection - “What’s my secret ingredient? I’ll give you a hint: It rhymes with… shmetanus.”
Poison 2 or more targets - “Ooh, I’d get that checked out if I were you.”
Destroy 3 deployables in 5 seconds - “I’m sorry, were you using that?”
Kill an opponent with poison - “That escalated quickly.”


Name: Pusher
Gender: Male
Nationality: Australian (Aborigine)
Health: 140
Speed: 390
Class: Assault

Primary Ability
Concussive Launcher - Pusher’s Concussive Launcher is a specialized “less-than-lethal” crowd control weapon designed to disperse riots. Pusher can carry a single projectile for it, refreshable every 40 seconds. When fired, the projectile maintains a straight line much further than a grenade, but still begins to descend after approximately 30 feet. Upon making contact with a solid object, it explodes with concussive force, pushing everything in its area of effect in the opposite direction from the blast. Those closest to the epicenter of the blast are pushed further. The blast itself deals only 10-20 damage, but this is tripled if a target is knocked into a wall, and fall damage can be suffered if applicable.

Primary Weapons

  • Ahnuhld-12
  • BR-16
  • TIMIK-47

Secondary Weapons

  • Smjüth & Whetsman .40
  • Simeon .357

Melee Weapons

  • Stilnotto
  • Beckhill Combat Knife
  • Cricket Bat
  • Kukri

Quotes
Selection - “You know me, I’m your friend. Your main boy, thick and thin.”
Equip Special Weapon - “I call this my Didgeridon’t.”
Fire Special Weapon - “KNOCK KNOCK”
Strike 3 opponents with special weapon - “MOVE B*TCH, GET OUT OF THE WAY”


Feedback and criticism is welcome!


(HunterAssassin5) #2

scrap:
basically every nade got a range nerf and fragger got knocked down to 1 nade at a time quite some time ago, dont know how it might affect this one. it seems a little interesting, but not by much. to sum up the ability its a frag nade with boosted range and nerfed damage and a dot bleed effect(notice that even mollies dont have a dot effect, as some might expect it to do)
maybe without the bleed, it could work, and having 2 instead of 1 might make the guy more than a glorified fragger with a faster plant and repair rate, but im not so sure about it myself.

push:
i think flashbangs should be the only non-lethal offensive ability, but that’s just me.
the ability to knock enemies around is a little troubling, and maybe the player can ride his own nade? i dunno. anyways, one of the pluses i see in push is that his nades are pretty situational. sure, you can throw them at a lone guy in an open area, but you’d be best off throwing it down a hallway, where you can smack people against surfaces and hurt them that way, kinda like airstrikes and landmines.


(911AmberLamps) #3

Thanks for the feedback! Do you think there’s a particular reason DoT shouldn’t be a thing? My original thought process for Scraps was to theme around poison, but eventually decided to make that more of a “dirty weapons” kind of poison, and this was what I came up with. If DoT has no place in Dirty Bomb though, the character should have a new special ability that isn’t based around a poison concept.

With Pusher, one thing I probably should have made clear is that his Concussive Launcher should have a long draw time to increase its tactical nature, and I’d like to discourage rocket jumping tactics - obviously it doesn’t affect his teammates but perhaps also it shouldn’t affect him; but probably a better solution is that it can’t be fired while airborne.


(Naonna) #4

Knock back effects seem fun. Being damaged for high knock back, not so much. Poison in dirty bomb would be frustrating - it would be almost a death sentence if there’s no way to stop the poison.

The knock back reminds me of the loose cannon from tf2: very useful, but requires skill to do any real damage with.

The poison effect would have to have a counter: similar to tf2’s Pyro after burn. After burn can be removed by sufficient heals, health packs, mad milk, jarate… even the Spy has an option to counter it (via the spycicle). Despite this, after burn will still net a Pyro kills.

The difficulty of using a damage over time ability is that there must be a way to keep it from being a literal ‘mark of death.’
Stoker does this by limiting the damage over time to a radius: One can escape the fire to avoid dying. (Excluding the initial strike.)

If a balance is found with the two abilities’ damage, then by all means, add these two.