New merc "sponge"


(BushWanker) #1

Specs
Class-assault
Gender-male
Health-140
Speed-385
Nationality- south African
Ability #1: KERS: Kenetic Energy Recovery System: This can obsorbe energy or DMG from molitoves, nades, airstrikes, lasers, C4 and all explosives.
Delivering for every 100dmg that he would normally get, only 5 per original 100.
KERS lasts for only 7seconds duration.
Ability #2: EUU(Energy Utilizer Unit)After the 7seconds duration of KERS he can use his recovered energy for 1 of 3 things.
#1-10 second speed boost by 50%
#2-pinpoint accuracy instaGIB lazer coming from a LAZER unit in his palm, this can only be used once per KERS charge.
#3-health boost by 40hp with addrenalin rush
Lasting for 10sec, but the 40hp health will be deducted from him after 10 sec, and if he is lower than 40hp health after the primal adrenaline rush he has 10 sec to find a medic or he is dead.
WEAPONS: primary:(stock): Empire -9
Kek-10
Crotzni
Secondary (stock):S and W revolver
Smaller revolver
D-eagle
Melee(stock):Stilleto stleto
Beckel
Cricket bat

LORE:
A south american scientist by the name of Christopher Joseph Sponge was working in London on a Kenetic energy recovery system for the F1 team McLaren when the war broke out. So he finished his system and made a suite for himself, the KERS suite, and got recruited by mercSERV as a mercenary and the rest is history of the Christopher Joseph Sponge we all know and love today.


(Mr-Penguin) #2

Not sure how the first ability works. Does it absorb the damage (if it did, a 95% damage reduction would be game-breakingly OP), or does it simply convert damage to energy? In the case of the latter, risking death for a speed boost sounds like an incredibly stupid idea, not to mention that you’d have to activate the first ability before EVERY fight and impending fire support ability.

As for the first second ability (abilities?), a 50% speed boost is ridiculous. That’s 587 sprint speed, which is far faster than Aura (for comparison, she has 480) and you’ll only be able to do that after you’re at 40 HP. Rushing into a room with that low of an HP and sanic level speed? If it’s not broken, it’ll get you killed.

Second second ability- just no. We don’t need any instakill panic weapons that can’t be countered. Yes, you’ll be at 40 HP, but now you can vaporize a single target at any range. Not very fun to fight against.

Third second ability- only 80 HP, and half of that instantly disappears after 10 seconds. Not sure that the adrenaline does. While not game-breaking like the other two, this is pretty much useless.

Overall, this merc is far too cluttered in terms of abilities and almost all of them are absurdly overpowered in some way. Please put some more consideration and thought into your merc suggestions please.


(BushWanker) #3

@derpypenguinz19 this is what I was affraid of, that I would not be able to put my ideas into writing properly causing confusion, which is what happened(my bad).
With the first ability it only generates energy for the second ability to work, so when you activate the ability, you run to were you think the Molotov, airstrike etc is gonna land and then hold Q, putting you in an immobile(can’t even shoot)mode, but you are invincible (almost) for every 100dmg you would normally receive you only suffer 5. So that you’re KERS can charge.
And for the second abilities I am still working on the numbers but understand that it would only be for a short duration.
And for the speed boost you would still have the 140hp standard with the merc.
In fact you only lose 40hp if you select the latter of the 3 abilities after your HP boost, or adrenaline rush lasting 10sec, tell me your thoughts in the comments down below, thanks!
Much appreciate your input.


(Dysfnal) #4

facepalm why do people still not understand the the Empire 9 isn’t a primary, sparks has it because her ability is a weapon, nobody else should unless they are the same way.

95% damage reduction is insane, if a Fletcher tries to play the way he should, by throwing stickies, he’s effectively lost the firefight. This would be too good in competitive as teams usually have coordinated pushes, let that resonate.


(BushWanker) #5

@Dysfnal don’t do drugs when your on forums kids.
Jesus Christ, did I mention the Empire-9 anywhere here, NOPE.
And you can’t push when KERS is activated as you are completely imbobile and almost invincible.
So not OP, a very hard to use merc.


(Fyrix) #6

Your suggestions on this forum just brighten up my day.

@Bushwanker you out Empire-9 as the very first weapon.

@Dysfnal because not everyone knows or realises that concept, don’t have a breakdown. Just tell them.


(Dysfnal) #7

It seems I’m telling them the same thing over and over, and it’s the same people, too. Your definition of breakdown concerns me.

95% reduction is too much regardless of movement, and I didn’t see that you were unable to move because it wasn’t in OP

I also see this merc being useless on top of that, you stop moving, and suddenly you’re a really easy target for something everyone has; guns. You would have to find a place where you would be able to shoot your enemies, and they can’t shoot you, all they can do is use explosives. Such places don’t exist.

You can’t have 3 abilities at once, which keys would they be mapped to? Martyrdom and self revive are context actions, which is an exception.


(Dysfnal) #8

If what I said in the previous post wasn’t clear, this merc is too good at he does, and at what he does is pointless


(yesser) #9

the 7 second duration is a lfie time and imagine kers againts a stocker even if you survive some of it you will certenly die after it he will just cook his molotov and wait + he need to wait get full 100 to use his abilty ? cause if its like that he will become too weak in addtion to that the empire 9 is suposed to be a pistol (of what i know) so no i perssonnaly find him useless he will be like a lone wolf much like phontom so he is too easy to counter with snipers or/and explosive ( a nicely cooked grenade or a nade in the face . the ground is lava or stickies around him and wait)


(BushWanker) #10

@Fyrix @Dysfnal I meant smg-9
And just so you know the KERS is basically u as a piece of furnature(immovable and indistructable) so that you can charge up for your 2nd ability from explosives.
@yesser some people are saying it is OP some say it is UP so I decline to comment.


(Dysfnal) #11

It’s overpowered in what it does, but what it does is absolutely pointless


(BushWanker) #12

@Dysfnal how is it more useless than a frag nade, or minigun or other assault abilities?


(Dysfnal) #13

You can’t move, and you still take the same damage from bullets, making headshots EZ PZ


(yesser) #14

assault abiltys do dammage but this doesnt + its really easy to counter


(BushWanker) #15

@Dysfnal you can’t take DMG in KERS mode.
@yesser I think a speed boost or health boost and instaGIB laser can help you get kills, but I could be mistaken.


(yesser) #16

[quote=“Bushwanker;201487”]@Dysfnal you can’t take DMG in KERS mode.
@yesser I think a speed boost or health boost and instaGIB laser can help you get kills, but I could be mistaken.[/quote]

the speed boost is ok but wouldnt be real help the health is certenly a bad choice since a 40 hp isnt much and the instagib lazer is a real pain to deal againts imagine having 3-5 of this it could be a REAL pain


(BushWanker) #17

@yesser ,what if we swap those last to for EMP field and short range teleporter, 10m in a random direction or something like that?


(Mr-Penguin) #18

EMP field is already taken by Phantom, so no. And the last thing we need is random teleportation of all things.

You also still haven’t addressed how you’re supposed to use these three secondary abilities when they’re all mapped to one key.


(BushWanker) #19

@Dysfnal @Fyrix @yesser @derpypenguinz19 to much hate for this merc, so thanks for all your input, but discussion is CLOSED