[Quick Merc Concept] Vagabond


(Mr-Penguin) #1

Vagabond
Class- Assault
HP- 100
Speed- 420

Profile-
A versatile, light Assault merc whose arsenal trades the room-clearing capability typical to Assault mercs for adaptability at any range. While his primaries are close ranged, his Ricochet Scattergun allows Vagabond to deliver a punishing volume of fire in tight spaces, and his Airburst Rifle delivers precision explosive strikes at long range. Whatever situation Vagabond finds himself in… he’ll shoot his way out of it.

Ricochet Scattergun
Cooldown- 18 seconds total (6 sec/shot)
Duration- 3 shots
Vagabond equips a handgun that fires three shots which deal up to 35 damage each. The Scattergun has a quick damage falloff, but shots can ricochet up to two times on walls and floors. Each ricochet resets the damage falloff of that particular round.

Medium fire rate (think the revolvers), low accuracy, roughly horizontal spread pattern. 1.5x headshot multiplier.

Airburst Rifle
Cooldown- 20 sec (5 sec/shot)
Duration- 4 shots
Vagabond equips a rifle loaded with airburst rounds. These rounds explode when they pass near an enemy or enemy deployable, dealing up to 40 damage with high fall-off. Rounds are fast-moving projectiles that have a slight arc over distance.

Slow fire rate, semi-auto, high accuracy. No headshot multiplier (it’s an explosive weapon, what’d you expect?).

Weapons-
Primary- Hochfir, KEK-10, Blishlok
Secondary- MP400, Tolen MP, Empire-9
Melee- Kukri, Beckhill, Cricket Bat

Notes
A spur-of-the-moment idea that came from a suggestion in this thread about single-action revolvers. Gun, gun, and more gun.

May or may not be balanced because I put roughly 5 seconds of thought into this. Hell, it might even be underpowered.

[i]Made with @derpypenguinz19 's Mercenary Suggestion Form


(PINGU_1) #2

Airburst rifle has proximity bullets I like that idea. What does CD means? Collateral damge?


(Mr-Penguin) #3

Cooldown, as in how many seconds until you can use an ability again.


(TheFluffyOne) #4

[quote=“derpypenguinz19;d-34017”]
Guns. Lots of guns. Primary is gun, abilities are gun. Gun for every situation. Normal gun, bouncy shotgun…gun, and exploding gun. What’s not to like?[/quote]

I thought your inspiration was Borderlands, before noticing in the notes where you truly came up with this concept.
Why Vagabond, and is he Australian?

For the abilities itself,
I find them both quite interesting and unique.

((I’m not completely sure what falloff is, but I’m guessing the longer the shot takes to find its target, the lower the damage will be.))

As much as I understand, the Scattergun seems like a close-quarter ability, but could be used for long distances, if your ricocheting game is good enough.
That is, for me at least, an unique concept.
-What I don’t understand exactly is why its accuracy is so low, if the falloff is so high (unless, I misunderstood and high falloff actually means that the pellets still do decent damage at long range.)

Airburst rounds is something I haven’t heard of before, but after some googling, it does seem like something that could work very well in DB (although, I do find that it could work better as a detonating arrow… sorry, I have something with bows lately. You can ignore this.)
-As for the ability itself, I don’t see many problems with it, but it does seem a bit like a precise grenade launcher, without the bounce or arc of a grenade and without the need to hit the target directly to detonate.

A pretty sweet concept though, I’ll give it a like.


(JJMAJR) #5

A 90 HP male Assault with machine pistols.
I’m interested.

Anyways, shotgun headshot damage is 1.5, so the scattergun is underpowered at the moment. Increasing the base damage to 24 for 6 pellets would be necessary, and from the sounds of it the gun would still be quite terrible.

The airburst rifle would be this guy’s bread and butter, considering the primaries. The damage is too low; even a revolver has less slack than this thing. Consider taking TF2’s Soldier’s TTK against sniper (3 direct hits results in death) and make that this guy’s TTK against Skyhammer (40 damage per shot).

But I think at the moment the scattergun is probably going to be extremely unpredictable.

The lineup that I’d recommend for a high-mobility character like this would be Blishlock - KEK-10 - Timik-47. LMGs might be too heavy to justify putting on a high-mobility character, unless you make this person be ripped with muscles all over the place with very little armor.


(Your worst knifemare.) #6

The scatter gun could still be useful similar to how you can bounce naders grenades into rooms as the explody rifle takes out deployables and hiding players. Adding the low hp and higher speeds to that you get a glass cannon thats effective at most ranges.


(Mr-Penguin) #7

[quote=“JJMAJR;c-219044”]A 90 HP male Assault with machine pistols.
I’m interested.

Anyways, shotgun headshot damage is 1.5, so the scattergun is underpowered at the moment. Increasing the base damage to 24 for 6 pellets would be necessary, and from the sounds of it the gun would still be quite terrible.

The airburst rifle would be this guy’s bread and butter, considering the primaries. The damage is too low; even a revolver has less slack than this thing. Consider taking TF2’s Soldier’s TTK against sniper (3 direct hits results in death) and make that this guy’s TTK against Skyhammer (40 damage per shot).

But I think at the moment the scattergun is probably going to be extremely unpredictable.

The lineup that I’d recommend for a high-mobility character like this would be Blishlock - KEK-10 - Timik-47. LMGs might be too heavy to justify putting on a high-mobility character, unless you make this person be ripped with muscles all over the place with very little armor.[/quote]

This is why I never make new weapons for mercs: I have no idea how to make a gun balanced. :confused:

I’ll think about it. Scattergun probably needs a whole rework anyways.


(Mr-Penguin) #8

Changes made.

Richochet Scattergun now shoots three shots (pellets? idk) per trigger pull in a more predictable horizontal spread pattern. Each shot now ricochets up to two times.

Airburst Rifle’s max damage increased to 40. To bring this more in line with similar explosives in DB, shots are now very fast projectiles with a very slight arc. Cooldown mechanics also make sense now.

HP normalized to 100, because I felt that 90 HP was a bit too squishy for an Assault merc.

Primaries changed to all SMGs to complement the reworked ability weapons nicely.

Added an actual profile that wasn’t a joke.


(Naonna) #9

Scatter bouncing seems fun, if a bit infuriating. I wouldn’t mind it in the game at all, assuming the damage wasn’t absolutely ridiculous. I’ll let you figure out the numbers and what is fair.

The other bullets seem as though they reward worse aim. I’m unsure if this would be seen as a crutch by some players. I’m iffy on this one. I could see a lot of hate from the community for ‘bad players’ doing well.