Some Ability Suggestions


(AdmiralTeddy) #1

Hello, I wanted to make a few merc suggestions but couldn’t make up my mind, so in the end I thought I’d just go for a few ability suggestions instead!

  1. Tase: it’s basically a tazor for a short duration, to cancel it the person tasing must be killed or disoriented.
    the person under the effect of taze shoots uncontrollably (cant stop shooting) but their aim jiggles around a lot (they can still control the aim.
    The distance to perform this is short, which is ideal for countering cqc rushes.

  2. Telepathy: the merc hacks into an enemy deployment and for a few seconds turns them into allies (things like turrets, mines, healing station, heartbeat sensor, ect). The duration increases the closer they are to the target. Up to a max of 5 secs.

Now I thought of 2 ways to work with this, either the merc gets busy while hacking the tools (which means they cant move unless they stop, kinda like planting c4) or they just hack it and move on.

  1. EMP: disables (not destroy) all enemy equipment in a small radius next to it’s impact point. If it directly hits an enemy, it acts like a concussion grenade and disorients them.

I also thought this could be made so that it emits a small shock-wave from the merc itself to clear everything around them and the concussion effect would be removed.

  1. Disruption: an AOE ability which silences are mercs that are caught in that area disabling their abilities for a short duration (max 2 secs) while also disorienting them a bit. (kinda like EMPs second version but instead affects enemies abilities.

  2. OC: Targets an enemy hero or machine gun and over heats them causing their abilities to either go on cooldown or for their cooldowns to go higher. (doesnt affect reload speeds, just machine gun heat level and ability cds)

  3. Blink: the merc jumps (teleports) a small distance being invisible and invulnerable. Has a long cd or multiple stacks which recharge over time.

  4. CHARGE: the merc charges forward and runs a marathon both moving faster and knocking aside all enemy mercs, collision with structures or deployed objects like mines, turrets, ect. ends this effect.
    During his charge he has increased protections from enemy guns and melee attacks (takes 80% less damage but is more vulnerable to nades, airstrikes, turrets and any other deployments.)

  5. SLAM: slams the ground beneath, disorienting (but not damaging enemy mercs) for a few secs.

  6. Eye above: sends out a drone that flies above the map to scout enemies. the drone can be controlled but it attacks the first enemy it encounters for a small amount and self destructs to further the damage. enemies tagged will be visible for a longer while than heartbeat sensor but will disappear if the drone is destroyed.

Again these are just concepts that I thought of, your ideas and opinions are welcome :slight_smile: