[New Merc] - Pulse - Class = Engineer / Role = Support


(PixelTwitch) #1

The Basics…

  • Name = Pulse
  • Sex = Male
  • Class = Engineer
  • Role = Support / Offensive
  • Health = 140hp
  • Speed = Slow
  • Primary Weapon Type = High Capacity SMG
  • Secondary Weapon Type = Heavy Pistol
  • Ability 1 = EMP Pulse
  • Ability 2 = Short Range Taser

How does he look?
Due to his power requirements for his primary ability, I assume he looks quite big and bulky with visible battery packs attached to his chest and/or back. I imagine him having almost a futuristic appearance, like that from games such as Blacklight Retribution. He could possibly be masked and maybe even have a unique effect on his first person appearance like he is looking though a screen. Thinking of the Crysis style hud effects with the odd digital glitch effects in the peripheral vision. He would be ever so slightly shorter than Fragger and Thunder.

Something like this in feel.

His Story…
Pulse was originally sent into the zone by the CDA to wipe as much data as possible. However, after being taken captive by a group of Mercs and being exposed to the contents of the very data he was deleting, he soon saw the value of the data he was deleting. Shortly after his release he was commissioned by the CDA to build a device that could wipe all the data remotely, Using the money provided he started his research and three years later the device was complete. He was then sent back into the zone with a CDA convoy to complete his mission but during the setup, Pulse vanished and was never seen again, until now…

Ability 1 - EMP Pulse
The EMP Pulse disables all enemy electronics for a short period of time [7.5 Seconds]. This includes red dot scopes, mines, turrets, defibs, sensors and FO abilities excluding Stokers molotov. During this time Pulse receives +20xp per kill, he also receives +5xp for each device that is disabled. The mini map will show static also but should still be visible. The cool down would be 90 seconds but each hit with his Ability 2 will reduce that by 20 seconds.

Ability 2 - Short Range Taser
The Short Range Taser would work pretty much like the Zeus Taser from Counter Strike Global Offensive. It would do a set damage of 60hp and its range will be about 20ft. On being hit by the Short Range Taser you get the full effect of a concussion grenade for 3 seconds. The recharge on Ability 2 will be 7.5 seconds after a successful hit or 15 seconds after a miss. On a hit your Ability 1 cooldown is reduced by 20 seconds.

The Weapons…
Awkwardly, I feel that Pulse would best benefit from large capacity SMGs such as a P90 styled weapon. This would effectively work like a weak LMG to suit his heavy body type without giving him the damage output to put the Soldiers out of a job. I would like his SMG to have big damage over distances falloff to make him a very up close and personal styled Merc. As an offensive engineer, I have designed him to be pretty much the opposite of Proxy and Bushwhacker whom I consider to be more defensive engineers.

His Place…
I understand that the concept seems strange as he is without a doubt better then the other engineers in a 1vs1 fight. However he lacks the ability to to be in two places at once unlike the others. His place is up front pushing for plants or pushing for defuses where the other engineers in my eyes are more about preventing plants and hit and run tactics. Basically… Pulse is a brute force Merc that will reward player vs player skill more than Proxy or Bushwhacker. However, he has a limited ability to cover objectives, prevent back rage or dish out AoE damage.

Any feedback would be greatly appreciated.
Cheers.


(MissMurder) #2

This is really, really great!! Wow!


(stealth) #3

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(T0bakss0n) #4

Sounds interesting - looking forward to what might come out of such a character


(nudels) #5

I Agree, great work :slight_smile:


(PixelTwitch) #6

Thanks guys <3


(Frag Pimp) #7

Noice man, sounds cool


(powerfulMine) #8

put some turrets ? nice works by the way <3


(resonantLimit) #9

That’s a merc I’d like to play for sure.


(adeto) #10

Sounds like a nice addition, but I would definitely make the duration of the EMP shorter and remove the -20 seconds for 2nd ability hits. 7.5 sounds really short but(especially in competitive scenarios) that is really bleeping long if it is used on a choke point. Especially if friendly team still has all their abilities available it will just be a complete stomp on objectives or choke points. Would suggest more in the range of 3 seconds, 4 max. That would make the timing of using the ability more team-play based as-well as it’s less forgiving if you miss the ‘gap’. Not even considering using that 7.5 seconds as a defensive ability, imagine 3 of those guys against you and all of them using the ability in succession.


(PixelTwitch) #11

Fair enough, I suppose 7.5 is quite quick :slight_smile:


(goodField) #12

The Cooldowns look a little short for such a high duration, espeically considering Ammo Bags and Ammo Stations do the job of reducing CDs on Abilities already. The damage on the taser could also come down, perhaps a % damage would function better for it. 35%? The Stun on it is already powerful enough, but to nearly one shot the more fragile characters in the game is a bit much.

If the lockout time could be reduced with Ammo Bags or Stations, I’d be on board with it, but 3 seconds on his EMP is enough to make a stalemate into an absolute slaughter especially if it has decent range.

One suggestion, is to remove the Taser altogether as the common theme with Engineer classes is their improved Objective Speed standing as a secondary Ability.