New Merc - Blackout


(Max Plite) #1

Merc Name: Blackout

Class: Assault
Health: 150
Speed: 380

Profile: Male (no story and nationality yet)

Abilities:

  1. EM-Jammer Device: (Electo-Magnetic Jammer)
    Blackout can throw his EM-Jammer at enemies to block their HUD intel and cause their deployables malfunction.
    After the EM-Jammer sticks to the surface it starts to constantly emit electro-magnetic waves which disrupts most of the HUD information display of enemies in the radius of 4-7m even trough walls. This causes some parts of HUD to be unreadably disrupted: minimap display which also deletes all teammates and marked enemy mercs locations; abilities cooldown, ammo count and health amount (you cant see number but still can health-bar and its color). But only partialy disrupts: crosshair and mercs display on the top of the screen. However it does NOT disrupt in any degree: time counter, wave-spawn timer, objective name and location, points-earned and players-killed pop-ups and objective status pop-ups. Also Jammer causes slight screen distortions (like on old TVs) but its more cosmetic than hindering.
    But the most important of all it deletes teammates’ and enemies’ over-head names and desaturates their contour color, so it makes it much harder to distinguish enemies from allies and can cause friendly-fire situations when team is highly disoriented.
    Moreover EM-Jammer causes enemy deployables in range to stop functioning (same range of 4-7m). All these electronic deployables stop working: Healing and Ammo stations, Bushwacker’s turret, Fletcher’s bombs, Proxy’s Mines, Turtle’s shield, Vassili’s and Aimee’s sensors.
    However as soon as EM-Jammer is destroyed all devices immidiately start to work again as well as HUD information is no longer disrupted.
    EM-Jammer cooldown is 17-22s and duration is 11-16s as it is not grenade (it dissapears to make it fair when enemy throws Jammer to very hardly visible place where it cant be shot. Also cooldown starts as soon as you throw device, not when its destroyed)

Weapons:
Primary: PKP (main), MK46, K-121 (stats fro PKP written below)
Secondary: DE .50 (main), Caulden, Smjüth & Whetsman
Melee: Kukri (main), Stilnotto, Beckhill

Summary (Usage): Blackout’s role just like other Assaults is to weaken enemy fortifications. But instead of directly harming them or stunning he disorients their intel and disables deployables. He can just throw his EM-Jammer behind small obstacle where its gonna be harder to spot and then flank enemy for better effect as they wont recognize you as fast. You can easily neutralize whole fortresses (Turtle shield and Aura station placed together etc.) and give your team much needed gap to charge. In defense it can be used to hide your teammates and ambushes or when enemy Auras and Turtles switch to offensive mode
As EM-Jammer does not change enemies’ health, damage or other stats they can still just shoot you. If thrown right in the open Jammer can be easily shot as well. Enemies also can just take their deployables and leave the jamming radius and place them again safely while themself having no HUD disruption.

PKP stats:
Damage:15 // Headshot DMG: 30 // RoF: 535
Reload: 3.7 // MagSize: 75 // Range: 29 m
DPS: 133.75 // Recoil: Strong // Headshot DPS: 267.5

(Yes another HUD-obstructing/EMP merc idea but this one instead of obstructing whole HUD or disabling deployables permamently only does it to the intel-blocking point and temporary but controlled desorientation)