Two Merc Concepts


(Wedgebox) #1

Venus
Nationality: African American
Class: Support
Guns in Loadout: Blishloc, Hochfir, Crotzini, and Smg9
HP: 110
Speed: 430 (Phoenix speed)

A merc similar to Phoenix in style, gives support by creating dimensional rifts. If an ally passes a rift they will have there health fully restored. An enemy can destroy the rift by shooting at it. Venus can spawn up to 2 rifts, and can teleport in between rifts. When being shot at, he cannot however.

+

Ties Sawbonez as one of the most tankiest medics
Can teleport
Deployable health support
Can create rifts indoors
Not as easily squish able

-

Can not teleport in combat Not as fast as Sparks or Aura

Ace
Nationality: Russian
Class: Supportive/Engineer
Guns in loadout: Hochfir, Smg9, Ahnuld-12
HP: 90
Speed: 430 (Phoenix Speed)

Ace comes in with Proxy stats, and moves equal to Phoenix speed. She can buff allies with armor, making them invulnerable to shots for 3 seconds. This effect wears off when she is killed, and she can buff herself as well. She’s also an engineer specialist. This buffing effect is lessened on Rhinos since Rhino’s have 200 HP. (Why would you make Rhino more tank able am I right?) The buffing effect will activate as soon as an ally is shot, so she will only have to come back to buff allies again after those 3 seconds are up. Rhinos & Thunders will only be buffed for 1 second as they are highly tank able mercs.

+

Proxy clone (Only with different abilities & slower speed)
Supportive Engineer
Team carrier
A little tanky as she can buff herself.
Heavy hitting primaries

-

Not as fast as Proxy. as of this, may not be able to escape firefights as well if she is an enemy target
Vulnerable; may rely heavily on a medic if she is shot at a lot


(SweetGenocide) #2

gives support by creating dimensional rifts. If an ally passes a rift they will have there health fully restored

Sorry mang, not happening, this isn’t a moba or an RPG, this game isn’t like Overwatch.


(Naonna) #3

Teleportation throws off the game’s flow, as this game was never intended to have such fast movement. The potential for team-trolling or going behind enemies is VERY dangerous in a fast-paced shooter. This isn’t TF2.

3 second bursts of invincibility is a LIFETIME and leaves little room for an opponent to fight back outside of ‘run away’ … and that’s not fighting. - Keep in mind that phantom’s minimum 7 second cool down makes his armor VERY unreliable. Your merc would be able to have that level of tanky-ness often, or worse, give it to a sniper who can’t be counter sniped in response.

These seem like overwatch-ideas, not dirty bomb ones, sadly.


(BushWanker) #4

U know each merc has 3 primary weapon options Right?


(Wedgebox) #5

[quote=“SweetGenocide;200586”]

gives support by creating dimensional rifts. If an ally passes a rift they will have there health fully restored

Sorry mang, not happening, this isn’t a moba or an RPG, this game isn’t like Overwatch.[/quote]

Do you have a better suggestion?


(Wedgebox) #6

I do now.


(Naonna) #7

@Wedgebox
How many hours do you have in the game, as of now? I’m just curious. I’d advise aiming for at least 400 ish hours just to get used to the finer mechanics of how the game is balanced.
This is in no way meant to dismiss your ideas, but it really would help to have a bit more experience, if you haven’t reached that threshold yet.

Playing each of the existing mercs will help with understanding the role of each of the current ‘classes’ - fire support, medic, assault, and recon. (Although at the moment, phantom is an odd one out. He’s hard to categorize unless one uses bombsquad on him to see deployables through walls)


(Fyrix) #8

I’m pretty sure HP is dependant on speed, if you have a certain health you have a certain speed. You can’t pick and choose, choose one of the stats and the other correlates.


(yesser) #9

not certenly we have seen fragger getting a health nerf (from150 to 140) with no speed buff if i remember
if a teleportation abilty could be introduced to db it will certenly have/need a distance limit
for the armmor its really op just imagine buffing a proxy so she can go kamikaze proxy with no fear i like the idea of supportive eng but it will need a change


(MisterBadmin) #10

Not necessarily. There is a general negative correlation of health and speed (as one gets bigger the other gets smaller) in a linear-ish manner.

If only somebody had a graph that showed every merc’s health and speed stats…

LOOK AT THIS GRAPH:


(Naonna) #11

@MisterBadmin That is one sexy graph.


(MisterBadmin) #12

@Naonna
Most graphs are sexy, I just wish I could present that information in the sexiest graph of all, the pie chart.


(Wedgebox) #13

[quote=“Naonna;200683”]@Wedgebox
How many hours do you have in the game, as of now? I’m just curious. I’d advise aiming for at least 400 ish hours just to get used to the finer mechanics of how the game is balanced.
This is in no way meant to dismiss your ideas, but it really would help to have a bit more experience, if you haven’t reached that threshold yet.

Playing each of the existing mercs will help with understanding the role of each of the current ‘classes’ - fire support, medic, assault, and recon. (Although at the moment, phantom is an odd one out. He’s hard to categorize unless one uses bombsquad on him to see deployables through walls)[/quote]

I have played this game since January at 180 hours. That being said & looking at the mercs, guides, and playing the mercs myself, I think I know what I’m talking about. Clearly you doubt that…


(Wedgebox) #14

I wouldn’t say “HP is dependent on speed.” Just because you move quickly doesn’t mean that you aren’t squishy.


(Naonna) #15

Most ideas for mercs which I’ve had to ‘nope’ are based on either extra mobility which the rest of the cast doesn’t have, as it possibly breaks some maps. Other issues arise with overpowered durability, or breaking game modes or mechanics such as spawn waves or merc ability cooldowns.

Other mercs which tend to bring up problems, at least in my mind, are the ones that are either too similar to existing ones. Such examples are area denial in the form of smoke which steps on stoker’s role.

I also advise against any damage-over-time mercs, since medics would be the only people able to survive a 1v1 fight against them, even if the poison-based merc is killed.

Outside of that, there aren’t many ideas that don’t seem extremely one sided and broken or useless. It’s hard to find a balance.


(Fyrix) #16

@Wedgebox it does.

Either way, I don’t feel this mercenarys are appropriate to the DB theme & universe.


(Wedgebox) #17

[quote=“Fyrix;200767”]@Wedgebox it does.

Either way, I don’t feel this mercenarys are appropriate to the DB theme & universe.[/quote]

Okay


(Dysfnal) #18

Holy God somebody listened.