Swapper


([TDBF]Robob) #1

Swapper is a strange man who prefers to stay quiet, no one is sure of his origins… but they do know he is a damn good fighter!

“swapper” hp:125 Speed:440 weapons: long range rifles, light pistols, kukri, knife, bat.

primary ability: he carrys a swapper rifle similar to sparks rifle but it is black W/ a green pad cant over heat and when charge isnt used gives cool down. swapper rifle can swap deployables to his own small things like ammo stations takes 5 sec cool down average thisngs like healing stations take 10 seconds and big things like airstrike markers 20 seconds max cool down 20 seconds, the rifle works like sparks rifle but it cant over heat and shots can be cancelled for 90% cool down back, anything swapped will be removed in 30 seconds

secondary ability: Charge: 5 secs cooldown 1 minute: when this ability is on cool down it makes the primary unavalible making it something to use only in dire situations. swapper can overcharge his rifle to make a enemy look like a enemy to their friendlies, vice versa for 10 seconds and makes them open for friendly fire, so if a player goes around a corner to kill a swapper comes back if the swapper overcharged than she/he will look like an enemy and can be killed by team mates for 10 seconds. it also gives the inability to use chat/voice chat. this attack does 80 dmg so auras and sparks’ need to be careful if one is around.

weaknesses:keeping him away from deployables can make his ability useless force him to shoot/miss you with an overcharge and than he cant swap things for a minute. his arsenal is long ranged therefore he cant perform to well at close range so get up closel.


(Samniss_Arandeen) #2

http://www.upliftt.com/wp-content/uploads/2013/08/not-sure-if-fry-685x325.jpg


([TDBF]Robob) #3

im not going to spend 5 hours thinking of a story


(Samniss_Arandeen) #4

But you should elaborate on the abilities of this Merc and what they do. How they’d operate, what they do, how this helps the team, etcetera. Having a character to attach them to, with actual effort put into making them unique yet fitting, is half the battle. It’s what justifies and personifies the Abilities, and attracts players to try them out. Where would a jetpack be without the lovable schizophrenic astronaut flying it?

This is ambiguous. Do you mean a rifle-like device that changes team affiliation of any deployable it hits? Or a marksman with a rifle, who when not firing said rifle can change team affiliation of any deployable he comes across?

Of course, when it comes to health and ammo stations, this is completely useless. Health and ammo stations already will heal and restock everyone in range, no matter their allegiance. When it comes to turrets, this would be horrendously overpowered, being able to singlehandedly root out groups by turning their turret against them and running away. The only deployables I can see this working on are the mines and stickies, both of which already have much better, more skill-based counters, both in-game and theoretical. I recommend Steeljaw for an excellent example of the latter.


([TDBF]Robob) #5

improved


(gg2ez) #6

This would be an easy merc to kill in any situation. His abilities are OK at best and his health makes him an easy kill. Secondary Ability can be avoided by communicating with your team (easy) or just hiding (even easier). Primary ability is good though.


([TDBF]Robob) #7

hmm ill rethink the secondary and maybe give hive a health/speed boost