New Merc: Stim


(Mr-Penguin) #1

Name: Stim
Class: Medic
HP: 100
Speed: 420

Weapons:
Primary:
Anhuld-12 (stock)
Remburg-7
SMG-9

Secondary:
MP-4000 (stock)
Simeon Revolver
M9

Abilities:
Q: StimPak:
Deploys a stimpack that boosts movement speed by 20 and decreases the amount of time for regen to start to 2 seconds, as well as increasing regen speed to 130% of the normal amount. The move speed boost lasts 10 seconds and the regen boost lasts 15 seconds.

Stim carries 4 stimpaks max and each one takes 20 seconds to recharge.

E: Defibrillator: Like other medics, Stim has access to a defibrillator that can be charged up to instantly revive fallen teammates.

Augments: Regular augments on other classes, with a few new augments increasing the stimpack’s boost duration and boost amount.

I feel like a merc with the abillity to boost the speed and regen rate of other mercs would make an excellent second-line support for rushes and for getting allies to the frontlines faster. However, due to the possibility of abuse by throwing a stimpack at yourself, I was considering making the stim deployed via a syringe (gun?) of some sort, so allies would have to get close.

Thoughts or suggestions would be appreciated. Thanks for reading!


(Fleshpound) #2

Little cooldown and “ammo” for syringe is needed.


(Mr-Penguin) #3

Yeah, I figured that too. It’ll probably won’t be as spammable as Sawbonez’s healthkits, but it’ll still need some a longer cooldown between each stimpack/syringe. Probably 5-10 seconds or so?


(elegantKing) #4

20seconds to reload a full clip is good. A full clip of 3 shots? Stim would have a high run speed though, somewhat at par with Aura so he can still catch up with rushes.


(Mr-Penguin) #5

Updated OP format and added potential weapons, health, and speed.