While playing a great game on Bridge last week I kept seeing how much the support mercs have all this great high tech gear. I started thinking about what would happen if you were able to influence that gear in the game to give your front wave a better edge. Started thinking about what ways could you mess with your opponents gear. I came up with Splicer. I admit haven’t played in the Alpha so I not aware of all the previous Merc’s and their abilities. This is one that I been thinking about since that game and though I’d share my idea.
Splicer
A MI6 trained counter terrorist electronic expert. Was raised in London and from a young age was always a tinker of electronics. Was on a mission on a different continent when the bomb went off in the city he grew up in. Has come back to support his new vise. Splice is a support merc with abilities of disabling/disrupting the enemy electronics so his team and move forward to the objective.
Primary : smg / dmr
Secondary : handgun
Melee : stun baton of his own making (upped the amps to deliver a heart stopping shock, a black night stick with copper wires wrapped around it with a sort of battery back at the end of the handle)
HP: 100
SPD:?? Not sure close to Arty I would think.
Ability
Pulsed EMP dart (2 ammo, refresh 60 seconds)
This modified flare gun (single shot short fat barrel handgun) fires a custom dart. When it hits a solid object (wall, gound, people, vehicles, objectives, etc) it will stick to it and open into a mini microwave dish. While this is EMP is active it will disrupt all electronic devices in the area. The idea I have here is that it doesn’t just always outright jam all electronics it just slows down its tracking and sensors. Will last 20 seconds. For instance.
Skyhammer + if his beacon is in the radius then it will prevent the airstrike (will explode as normal and user gets his reduce CD)
Arty + if Arty calls in his artillery strike while in the radius of the pulse dart have the strike miss fire a land in a random direction.
Aura + the health station will reduce the amount of health given per pulse by 50%. Defib Paddles are reduced by 25% health return.
Sawbone + Defib Paddles are reduced by 25% health return.
Proxy + proximity mines take a additional 2 seconds to detect enemy and explode.
Bushwacker + Turret takes a additional 3 seconds to lock on to a target.
Fletcher + Sticky mines are jammed from remote detonation. (can still be shot to trigger a explosion)
Vassili + heartbeat sensor will give location update for 1 second out of 5.
S.W.A.R.M (1 canister , refresh 90 seconds)
His greatest invention. Small Winged Autonomous Robotic Machines (S.W.A.R.M) is a thrown canister device that will release a cloud of tiny flying robots. These robot will seek out enemy devices within a radius of its canister and hack into their Identify Friend Foe (IFF) sensors and Identification Codes and flip them. This will cause enemy electronics for a short time to be on his team side. The hacking takes time based on the complexity of the sensor device. The microwave battery in the canister will only last about 20 seconds. Once a device is hacked it can’t be picked up until the canister battery is depleted or destroyed.
Proxy + proximity mines sensors take about 4 seconds to hack. Will remain hacked until the canister battery is depleted or destroyed or if the mine is set off.
Aura + Healing stations take 6 seconds to hack. Station will no longer give health to the enemy team and can not be picked up by Aura. Will remain hacked until the canister battery is depleted or destroyed.
Fletcher + Sticky mines remote detonation codes are hacked in 3 seconds. This will prevent remote detonation but can still be shot to trigger a explosion.
Bushwacker + Turret IFF takes 10 seconds to hack. Will remain hacked until the canister battery is depleted or destroyed.
Vassili + heartbeat sensor takes 3 seconds to hack. Will remain hacked until the canister battery is depleted or destroyed.
The radius, duration and refresh times are all subject to play testing.