Snare-Firesupport


(Your worst knifemare.) #1

Have not really made any merc ideas until now so here i go.

Merc name:Snare(will change)

Class: Fire support

Hp: 100
Speed: 420

Profile: A unique fire support who likes to help her team from a far distance.

Ability 1: Support package

Cooldown: 15 seconds(will start once this or second ability is used)
Duration: Lasts until it or second ability is used again.

Additional info:
-Snare marks a target on the ground to deliver an airdropped package that refills 50% of ammo and heals 60 hp per use.
-Mercs will not receive ammo or health unless they press the interation key (for the same amount of duration an elevator takes).
-Once used the package has to recharge for 3 seconds before someone else can use it.
-Enemies can steal health and ammo from the package.
-Can be used as a small cover.

Ability 2: Decoy package

Cooldown: 20-25 seconds(will start if either package is used)
Duration: Lasts until it or first ability is used again.

Additional info:
-Airdropped the same way as Support Package.
-Friendly Mercs cannot interact with it.
-If an enemy tries taking it (using interaction key) thinking its a Support Package it will explode, dealing 75hp damage to mercs in its radius (around the size of a Fragger grenade).
-Friendly mercs can tell the difference between Decoy Package and Support Package. Enemies cannot.
-Can be used as a small cover.

Weapons:

Primary:

  • BR-16(Default)
  • Driess (sorry if mispelled)
  • Blishlok (yes it is weird for a fire support to have an SMG, but it helps make her unique)

Secondary:
-Selbstadt.40(Default)
-Caulden
-DE50

Melee:
-Stiletto (Default)
-Beckhill
-Cricket Bat


(Your worst knifemare.) #2

I forgot to add i will love to hear feedback of all types and thank you all for reading it all.


(Mr-Penguin) #3

Interesting concept but, how exactly does this ability work indoors? Does it not? Or is the CD just refunded?

Given that I would really like to see an indoor fire support merc later on, the packages, in my opinion, should be like oversized ammo boxes instead with 2 charges and a 10 sec CD on each.

Dunno about the booby-trapped packages, though. Seems highly unlikely that an enemy would fall for it in the heat of battle, and a lone package sitting alone and untouched would obviously be a trap package. Perhaps replace it with an ability befitting of her name?


(Your worst knifemare.) #4

[quote=“derpypenguinz19;214973”]Interesting concept but, how exactly does this ability work indoors? Does it not? Or is the CD just refunded?
[/quote]

I was thinking it would work similar to calling in Kiras laser or Arty strikes and not allow you to put tge marker indoors.

I wasn’t sure about the decoy either but i wanted her support ability to be even more useful than her damaging ability unlike other fire supports. Also the decoy would’ve also served the purpose of making the enemy less sure if they should take a real package at the risk of exploding. If i were to replace it i would probally change the support package so enemys can’t take it.

[quote=“derpypenguinz19;214973”]
Given that I would really like to see an indoor fire support merc later on, the packages, in my opinion, should be like oversized ammo boxes instead with 2 charges and a 10 sec CD on each.[/quote]

Sadly the packages do not work indoor. This is mostly because a few reasons.
-Being an outdoor only ability does give it more range to deploy it from yourself since this is a longer ranged merc who would most likely not be on the front lines.
-Most maps(excluding underground) are mostly outdoor maps meaning putting it indoors wasn’t a priority at the moment.
-The Replacing of the decoy package will definatley have a weaker indoor ability.

To also help balance the weaker indoor ability i will think of some buffs of the package.

Edit: How would electrified barbed wire sound?


(Your worst knifemare.) #5

A few tweaks for abilities:

Support Package:

-Now targets up to 3 teamates in its small radius. (lowest ammo % are targeted first if more than 3 teamates are around).
-Targeting replaces having to interact.
-Targeted players have a small beam from them to the package.
-Targeted allies gain ammo every 1.5 seconds and health every 5
-Crate lasts for 20 seconds
-Cooldown is now 25 seconds

Electrified Barbed Wire (E.B.W for short)

A medium sized trap that can deny movement of enemies.

-Replaces decoy package
-Lasts for 15 seconds
-Cooldown is 25 seconds (to reduce spam)(reclaiming gives back cooldown)
-Damages 10-15 hp/ second for the amount of time enemys stand in it.
-Slows enemies down by 20%
-Deployed similar to turrets and stations.
-Phantom can cut HP loss in half using EMP.
-Can’t be destroyed, but hidden deplyables can.

Idea of this is so the enemys will either be forced to take a different route or risk being weakened and killed.


(Naonna) #6

I dislike the thought of the trap. Putting this on a point would be rather painful for any team, considering the counter-play is… none, as it stands. Making this sort of trap weaker but spread over a wider area in the form of multiple deployables allows a merc to hold down multiple doors and prevent easy escapes, depending on how high their speed is.

Air-support packages have come up a few times, though are a bit redundant if your team already has characters for that. Healing and giving ammo as a single character seems extremely valuable also, as it overlaps class roles.