Keratin-Pack
Armor will look team-blue to the right of white health bar
Cooldown - 9 seconds
Ability Count - 4 packs
Throw-Delay - .1 seconds
Armor Given - 30
Max Armor Possible - 40% of normal max hp of merc
Movement-Reduction - every 5 armor will reduce movement by 2 (for walk & sprint)
Armor removed per second - 2
Direct-Hit-Bonus - armor removed per second is 1 every other second
Explosive Damage to Armor Multipler - 50%
Armor-Assist exp - 100 ((Only given if taken damage from a merc that they kill)
Armor Exp - Exp = 2x armor given
If a teammate picks up a pack, they will gain 40 armor, which will deteriorate by 2 every second, so there’s little point to spam at spawn and get that fresh xp. If you land a direct pack, every other second it will lose 1 instead of 2 armor points. Speed is reduced by 2 for every 5 armor, stopping fast mercs from ruining EVERYTHING. Explosives also do 1.5x the damage to armor, so it has a counter of course. Multiplier will only effect armor, so if a teammate has 80 armor and bomb does normal 60 damage, all 80 armor will be removed, the remaining 10 armor damage will be divided by 1.5 (math reasons) and will round to a solid number, aka 7 damage. If a teammate with armor takes damage from a merc, and end up killing that merc, you will get a 100exp armor assist bonus.
Tesla-Grenade
Concept - The grenade doesn’t explode, but locks onto up to 2 deployables or enemies. Once thrown, it will bounce like any other grenade, but would lock on and do constant damage until the mechanism disappears. Once thrown, it will disappear after 3 seconds. It would do extra damage to deployables. Beams would go through turtle shields but only do half damage. If nade gets behind turtle shield it will go for the base of the shield, if on the other side it cannot target the shield or its base.
Cooldown - 12 seconds
Capacity - 2
BeamDamage - 29 per second
BeamToDeployableDamage - 39
LifeTime - 3 seconds
BeamRange - 2.4 meters
DThroughShield - 16
DToDeployableThroughShield - 19
Crusade-Grenade
Ability Capacity = 4
Cool Down = 5.5 seconds
Crusade Heal = 46
DirectHitHeal = 56
Crusade Blast Radius = 3.1m
Fuse Time = 1.4 seconds
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Thrown like fletchers stickies, but acts like nader’s grenades, Crusade is a longer ranged medic, best at keeping her team topped up. A good strategy is to be just a little bit behind the enemy team to make it easier to heal them with her grenades. Since she can’t heal herself with her own medical grenades, she has a context action similar to javelins.
Context Ability = Smart Medical Armour
Trigger = Health lower than 80
HP Containment = 80
HP Recharge Rate = 5 per second
Healrate = 10hp per second
Cooldown = 15 seconds
Health given per second is cut to half while taking damage
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Her smart medical armour automatically starts healing her over time if she hits 79 or lower hp, at a rate of 10 hp per second, and will not stop until she is at full hp OR the “container” runs out of current contained hp. If she hits max health before the ability depletes to 0, the ability recharges as normal. If they ability hits 0 before she can reach max hp, it will stop providing hp and charging for 12 seconds. The ability can’t hold any hp more than 80, meaning if the ability starts when your at 29 hp, the ability is guaranteed to go on cooldown. Her context action replaces normal hp regen because of her virus.
PRIMARY ABILITY - MEDICINAL SABOT
Type - Weapon
System - Similar to Hunter’s crossbow
Unscoped Healing - 20
Unscoped Damage - 20
Unscoped ROF - 65RPM
Scoped Healing - 15 per .55 seconds (Maximum charge of 90 hp) /// Look - bar split into 5 pieces, each bar fills every .55 seconds until all minibars are filled /// Minimum charge - .55 seconds
Concept - Shoots enemy with an advanced medicine /// Doing team headshots will not increase health given
Scoped Damage - 15 per .55 seconds (Maximum charge of 90 damage) /// Look - bar split into 5 pieces, each bar fills every .55 seconds until all minibars are filled /// Minimum charge - .55 seconds
Headshot multiplier - 1.5x
Concept - Shoots enemy with advanced light poison
SECONDARY ABILITY - REFIBRILLATOR GRENADE
Type - Refib
Does Damage - NO
Type - Charges
RefibBlast Radius - 0.9m per charge (up to 3.6m)
Hold down ability and grenade will charge up every .6 seconds. This can charge up to 4 times, providing 20 hp per charge bar.
Grenade explodes on contact with enemy, teammate, or terrain/walls/floor/etc.
Minimum Charge - 1 (aka .6 seconds)
Cooldown - 1 second