Since people are coming up with new mercs. Here's "Hacker".


(BanHammer) #1

Original idea goes to Bal27 on Reddit but tweaked on my end.

Name: Hacker (or Cyber)
Health: 110
Speed: 410
Merc: Engineer

Ability 1: EMP Grenades.

  • EMP Grenades design is similar to Vassili’s heartbeat sensor but a bigger model. The EMP Grenades can disable enemy equipment such as Healing Stations, Ammo Stations, Turrets, Proximity Mines, etc. It lasts as long as Vassili’s heartbeat sensor and can be destroyed.

OPTIONAL:
Ability 2: Hack Tool. (Or Ability 1 + Objective Specialist)

  • The ability to hack in to enemies equipment such as Healing Stations, Ammo Stations, and Turrets. It lasts for 7-9 seconds before turning back into the enemy’s equipment or getting destroyed or lower chance to fail hacking and completely be destroyed.

Weapons:

  • Similar to Proxy or ‘Tølen MP’ as primary and ‘M9’ as secondary.

(capriciousParsely) #2

I like the second ability but the first one seems OP. Way easy to shut down any kind of defense with it since the AOE is huge and they would be incredibly hard to spot, especially if thrown around corners.


(BanHammer) #3

I actually don’t know the radius of Heartbeat Sensor but I know it’s kind of big. Maybe the EMP Grenade radius is a little bit bigger than Aura’s Healing Station?


(Vexed) #4

I genuinely came to this thread expecting it to be a jab at the number of cheaters in this game. Now I feel like a [redacted].

On the subject of your suggestion, it’s a little weak. Deployables are already kind of easy to destroy or otherwise work around unless they’re being heavily defended, and even if they are, it’s the players that are the issue. I just can’t see an EMP ability being helpful even if it’s extremely powerful, and this merc is basically going to be a Bushwhacker counter… that loses to Bushwhacker in a 1v1. Because Kek-10.


(Alchimi) #5

Nice concept! I could totally see Proxy’s sister playing the role!

As for the abilities, they certainly need some balance/reflexion, but it could enhance the tactical part of the game. And could be a good counter to camping Auras.


(PowerReef) #6

I think the emp should be more of a grenade rather than a heartbeat sensor, and it should disable buildings and it should turn the building onto your side. This allows for the tactical advantage when trying to kill an enemy bushwacker or an aura, since now you have their building on your side, at the cost of having a bad primary


(Suave) #7

I like the concept.

EMP Grenade;
make it grenade which just explodes once, that way timing and aim is more important instead of just throwing it somewhere, anytime, like motion sensor.
The EMP shuts down deployables and Phantom’s shield for 4-5 seconds, disables mines and scrambles vision of players for 1 second , working a bit like a weak flashbang for 2 seconds.

Hack Tool;
Just permanently convert a deployable, must be used in melee range and takes 2 seconds to convert, the device will then “reboot”, being active FOR Hacker after 1 second.
The converted object will disappear when the original deployer uses the ability again, this will use the internal cooldown of the ability. Will work on heal/ammo station and turrets(will have to sneak up on it)
This will allow the team or Hacker him/herself to restock ammo or health for a few seconds.

Another option would be hacktool at range but with quite a long, static channel, so you are are very vulnerable while hacking.

This will make Hacker a great supporting engineer, not real damaging abilities but debuffs for the enemy team.
The combination of EMP grenade+Hacktool would make it possible to disable a turret, rush in and hack it(within the 4 seconds)
The 1v1 concerns; EMP nades can be used to debuff the enemy’s vision (a bit) and with smg-swapping would be

Weapons wise i think it’d be cool to give Hacker 2 secondary weapons, not dual wielding them per se, but say, the smaller smg’s and the powerful handguns, so Hacker can empty an SMG, switch to next SMG or choose to go for hard hitting handguns. While this is still powerful enough, remember that Proxy can do this with a primary SMG/secondary SMG already and has easy to use proximity mines so this should be fine.


(scarfino) #8

I’d say ability 1 = shut down a unit (healing station/ammo station/turret), or reduce their accuracy or amount of ammo/health they give

ability 2 = steal the use of a unit with reduced accuracy or amount of ammo/health they give.

maybe that evens it out a bit? the emp grenade idea is cool, but maybe just make it an area thing around the merc (kinda like phoenix’s heal aura)


(Conqelson) #9

I would take the EMP grenade in a different direction, make like a normal grenade in area of effect but let it do heavy EV damage and destroy health/ammo stations. Secondry of hacking stations and sensors sounds good.