Description: “What a shocking surprise to see you dead!”
After being kicked out of the Special Operations Task Group for “Being to obsessed with technology and too competitive”, Thatcher moves to England before the Dirty Bomb event. He made an alliance with Stoker as a weapon dealer friend while also rival but after the event occured he left Stoker and now jamming electronics on the battlefield and raining money for every dead body he sees.
Class: Engineer
Health: 100
Speed: 410
Weapons:
Primary: Dreiss AR, Timik-47, Valkon (AS VAL)
Secondary: M9, Machine Pistol, D50
Melee: Taser(When left click it’ll make the enemy stand still but right click will insta kill), Stiletto, Bayonet
Special ability:
EMP Grenades: These grenades will immediately jam things like Health Stations, Ammo Stations, Airstrike and Artillery markers (When not called), Sentries, Mines etc. Thatcher can hold up to 3 of these but their radius is extremely short only 5m and they explode on impact so be sure to time these things precisely, they also have a 20 second cooldown.
Tactics: Calculating when to use these grenades is crucial of playing him. Use it when enemies are crowded especially if there’s a Health or Ammo Station. Since your weaponry is only viable to mid combat try to not get hit by shotgun or get sniped.
Fight back: Stoker is a perfect candidate of countering Thatcher since his molotovs won’t be affected by the EMP and the fire will make the EMPs harder to use. Try to pick Thatcher from afar or close and personal.
Concept: WIP
Thatcher the EMP Merc
I shudder to think of the insta-kill melee weapon.
How long do affected enemy abilities remain jammed?
[quote=“Samniss_Arandeen;79980”]I shudder to think of the insta-kill melee weapon.
How long do affected enemy abilities remain jammed?[/quote]
The Taser needs to be charged about 5 sec to insta kill.
Also they have a jamming time of 20 seconds and will stack with abilities that are having a cooldown
[quote=“MrLashnibro;80200”][quote=“Samniss_Arandeen;79980”]I shudder to think of the insta-kill melee weapon.
How long do affected enemy abilities remain jammed?[/quote]
The Taser needs to be charged about 5 sec to insta kill.
Also they have a jamming time of 20 seconds and will stack with abilities that are having a cooldown[/quote]
5 seconds? Phantom can get three Katana swings in to hack you down in that time. That’s not fun to go up against, and even that gives the target the chance to fight back. Insta-kills that can’t be resisted/fought back against/seen coming are not my cup of tea, thank you very much.
The cooldown on the EMP grenade needs to be upped to 30 seconds then. That way you can’t constantly keep an enemy jammed. It could use an AoE buff, and there you go. Jamming enemy deployables for a few seconds so your team can push in would be some awesome action.
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Well I kinda agree but there are somethings I need to mention. You would usually see players in group and the EMPs doesn’t have an indicator like Fragger’s nades does so it’s hard to know if there is one.
Make Rhino more underpowered, why don’t you?
EMP only on deployables.
i can still fuck up people as rhino with the remburg but 5 rhinos and an aura isnt fun
you just agreed he is good with the remburg if his minigun is jammed good job cancelling yourself
I didn’t agree with jack shit. Quit putting words in my mouth.
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How on earth would a gun that doesn’t use electricity be jammed dummy