New Medic: Breeze


(JJMAJR) #1

Breeze was a girl scout. She was also interested in meteorology, and decided to make a career out of it. She became a part of the CIA’s R&D team, due to her knowledge about meteorology, and developed an experimental project that allowed nuclear contamination to be blocked out of certain sites.

She got jobs from the CDA and from Jackal from this experience, however, she didn’t actually make the machines herself, and isn’t technologically inclined. However, she had different tools that nonetheless made her effective for the team, since she had first aid training, knows about plants that could cure certain wounds, and even took part in archery and sniping. However, she has just enough knowledge about the gadgets to make her own miniature version of the thing, but at that scale it can’t block out radiation. Strangely, though, it’s sufficient enough to block out bullets.

Breeze is a medic that carries a battle rifle. She can use the Grandeur, the PDP, and the Stark rifles, while carrying pistols as her sidearms. She uses combat knives and the kukri.

Critical Treatment
Breeze can get people up in 50% less time than normal mercs.

Healing Grenade
Breeze throws a healing grenade that instantly heals 60 HP to all mercs in its radius, plus a regenerative field effect that acts similarly to Aura’s healing station. Lasts for 12 seconds, with a cooldown of 25 seconds.

Pressure Field
Breeze creates a pressure field that allows mercs alongside her to take 25% less damage for 13 seconds. Has an 18 second recharge. These effects cannot stack.

Breeze has 110 HP, but moves slowly at a pace of 385 speed. If done well, she can provide great support to her teammates due to being able to engage at long range and providing support to those on the field in front of her. However, she isn’t great at reviving teammates compared to other medics because of this amount of power.


(HunterAssassin5) #2

a medic with increased get-up speed rather than defibs, a version of the heal station that can be thrown and instantly heals some health upon activation, and a damage-dampening force field.

i cant see how any of this can go wrong.

maybe chop her up into 3 different mercs? individually they seem pretty good to me. all together…not so much.


(JJMAJR) #3

@TheRyderShotgun
I don’t know. I thought that with the increased get-up speed she would need versatility to compensate for that. I was thinking of also making her get up ability grant double the health that non-medic mercs revive others with.

I didn’t even mention the cooldown or duration for the heal grenade, and don’t know how to make it appropriately costed.

Also, she uses scoped rifles. Not straight up snipers, but still makes her comparable to Arty and Redeye. In fact, Arty’s the class I balanced this one around.


(HunterAssassin5) #4

[quote=“JJMAJR;130561”]@TheRyderShotgun
I don’t know. I thought that with the increased get-up speed she would need versatility to compensate for that. I was thinking of also making her get up ability grant double the health that non-medic mercs revive others with.

I didn’t even mention the cooldown or duration for the heal grenade, and don’t know how to make it appropriately costed.

Also, she uses scoped rifles. Not straight up snipers, but still makes her comparable to Arty and Redeye. In fact, Arty’s the class I balanced this one around.[/quote]

i think the get-up thing should be renamed something along the lines of “patching up”, for a medic, and brings up to full health. like, the medic does healing the old-fasioned way of blood transfusions, stitches, bandages etc. and takes a while. i dunno, it probably works better as an augment or something.

i didnt even remember the CDs i’d suggest its similar to vassie’s snowballs on CD, the device lasts as long as the CD, like.

also i dont really look at anything other than the abilities most of the time, so i didnt know.


(JJMAJR) #5

That would make some medic augments useless for this class. For example, the Get Up augment, which increases revive health by 30%. Also, that would make her able to do in 2 seconds what other medics do in 3 or 4. Her healing and her ranged combat is stronger than normal, thus her reviving should be weak.

What about a name like “Seasoned Caretaker” or “Professional Care” for the ability? Works better than “Critical Treatment”, I guess.

[quote=“TheRyderShotgun;130569”]i didnt even remember the CDs i’d suggest its similar to vassie’s snowballs on CD, the device lasts as long as the CD, like.

also i dont really look at anything other than the abilities most of the time, so i didnt know[/quote]
I could probably make it similar to Redeye’s abilities. Make one last just enough to keep the other going.

12 second duration for the healing grenade, with a 25 second recharge.
13 second duration with an 18 second recharge for the pressure field.


(XavienX) #6

Sounds very interesting, especially the Healing Grenade, but I’m not sure about the Pressure Field as it kinda seems a bit out of place for a medic to have some kind of “shield”.


(JJMAJR) #7

The Pressure Field operates under the logic of “if I do this now, I have less work to do later”. It also does what the other medics do for their team: make them hard to kill.


(Naonna) #8

I’d like the idea of heal-nades more if they were somewhat spammable but did an instant-heal rather than a heal over time. - I do love the personality idea and backstory for the character, however. Seems delightful. Reduced revive at the cost of increased heals at long range. Similar to an inverted sparks.


(JJMAJR) #9

Sorry for the necro; was offline for a long time.

I’d rather keep the heal-over-time so that this class can’t stack up the healing easily. I’d also limit the spam of the grenades too.

Tough should probably multiply the damage reduction of the Pressure Field. And multiply health regeneration too, but that’s another story.

This was my intentions with this class.

I’d want to make loadout cards for this class.

Compatible Augments
[spoiler]Chopper
Enigma
Extra Supplies
Flying Pig
Focus
Get Up
Healing Reach
Potent Packs
Quick Draw
Quick Eye
Quick Slash
Sneaky
Tough
Try Hard
Untrackable
Undercover[/spoiler]

http://dirtybomb.gamepedia.com/Loadouts

Primaries:
G - Grandeur
S - Stark
P - PDP

Sidearms:
4 - M9
6 - Simeon .357
8 - Selbstadt .40

Melee:
1 - Beckhill Combat Knife
2 - Stilnotto Stiletto
5 - Kukri

Grandeur Loadouts
(Focus on healing.)
[spoiler]G65
Potent Packs
Undercover
Try Hard

G42
Extra Supplies
Get Up
Healing Reach

G85
Tough
Healing Reach
Undercover[/spoiler]

Stark Loadouts
(Range or balance.)
[spoiler]S65
Chopper
Quick Slash
Tough

S82
Focus
Quick Eye
Quick Draw

S81
Extra Supplies
Get Up
Quick Eye[/spoiler]

PDP Loadouts
(Weaker augments attached.)
[spoiler]P61
Enigma
Sneaky
Untrackable

P41
Focus
Flying Pig
Try Hard

P42
Get Up
Quick Eye
Enigma[/spoiler]