[Heavy Medic] Redoubt

Redoubt
Class- Medic
HP- 140
Speed- 385

Profile-
Redoubt is a heavy medic who lives by the saying "no pain, no gain." His Nanoarmor Generator creates armor on allies that heals them for every hit they take and can even go above their normal HP values (albeit with vastly reduced effectiveness) while his Reflex Revive automatically brings allies back into the fight the moment they're downed. Along with his high HP and powerful new rifle that bridges the gap between burst and automatic fire, Redoubt is a force to be reckoned with as he saves allies from death and reverses it at the same time.

Nanoarmor Generator
Cooldown- 2 sec/second active (max 20 sec CD)
Duration- Up to 10 seconds
Redoubt activates his Nanokinetic Armor Generator and begins to generate Armor on himself and nearby allies after a short delay. Armor is generated at a rate of 8 Armor/sec, up to a maximum of 40, at which generation stops until Armor is depleted fully again. Armor can only be generated on allies if they stay within Redoubt's generation AOE.

Armor HP can exceed the total HP of a merc, but once a merc leaves the generation AOE, excess armor decays at a rate of 10 Armor/sec until the amount of HP and Armor are equal to the merc's normal HP value. In addition, having Armor over one's normal HP will decrease that merc's movement speed proportionally to the amount of extra Armor. This movement penalty only disappears once the extra Armor is either destroyed or decays. Non-excess armor will still decay, but only after 7 seconds without taking damage.

When a merc with armor takes damage, they are healed for 1 HP for every point of damage taken (possible 40 HP heal with maximum Armor, 80 effective healing/damage negation). Decaying armor will also heal for the same value.

All of the above effects do not stack when multiple Redoubts are on a team. If Armor is received from one Redoubt (including Redoubt himself, you cannot obtain armor from a different Redoubt player for another 5 seconds.

Reflex Revive
Cooldown- 0.3 second/sec active (max CD of 10 sec)
Duration- Up to 10 sec
Redoubt activates a device on his backpack that automatically revives allies that die near him with 60% of their max HP. The amount of HP given on revive decreases by 20% for every additional death from a particular ally, with a minimum of 45 HP given on revive. The Reflex Revive device can still revive allies that have already been on the ground; all Redoubt has to do is walk near them with the device active.

There is a .5 second delay between each revive that the Reflex Revive device can perform. It cannot revive Redoubt himself if he dies.

Weapons-
Primary-
NEW: EX80- 4-round burst assault rifle with long delays between shots and short burst delay. Medium damage, high accuracy and range.
Hurtsall 2K
Timik-47

Secondary-
NEW: Mini-10- Machine pistol with slow fire rate, but much greater range and accuracy than its peers. Medium damage.
Tolen MP
M9

Melee-
Batons
Beckhill
Combat Axe

Notes
First merc idea in a long time. Given that SD seems to really be pushing technology forwards with the new mercs, I figured I'd add my own concept for a heavy medic in here. Redoubt's Armor is most effective when under fire, as preemptively "overhealing" teammates doesn't really work and comes with large movement penalties as well. Regardless, it's still an option. His Reflex Revive also keeps him in the fight as well, as he doesn't even need to put down his gun to revive allies.

The new weapons I briefly conceptualized are also in line with SD's recent obsession with new weapons. The EX80 rifle is intended to bridge the gap between burst and auto rifles due to it having a short burst delay and slow burst ROF, and the Mini-10 is essentially the Blishlok of the machine pistols.

Balance on the armor is probably iffy... but it sounded cool in my head and does what no other medic does, so that's what I stuck with.

Thanks for reading!

Made with @Mr-Penguin 's Mercenary Suggestion Form

0egQoN7.png
Art courtesy of @Matuno
IGN/Steam Profile Mr. Penguin
Have an idea for a new merc? Then head on over to my Mercenary Suggestion Form and go post it!

Comments

  • NavypandaNavypanda Posts: 16

    Thats a lot of stats on that armour generator. I really like the idea of armour not only stopping damage but healing for the damage blocked. I think the armour is quite well balanced while i think the armour gained should be limited to 25% of max health for logic sense of things. Using armour is also a bit iffy cause you want to lose 40 health before getting the armour for the maximum benefit. While this can be safely achieved in competitive when friendly fire is on, it is rather hard to take just 40 damage in normal games. I think the approach should be that those in the area are given 80 max armour (or if you take my advice above 50% max health armour) and once you leave depletes to 40 armour (25% max health armour). And the armour is just bonus health that goes over your health bar in a different colour.
    But thats just my opinion. Maybe it's work out just fine as it is, but could do with health ratio armour change.

  • Mr-PenguinMr-Penguin Posts: 2,225

    @Navypanda said:
    Thats a lot of stats on that armour generator. I really like the idea of armour not only stopping damage but healing for the damage blocked. I think the armour is quite well balanced while i think the armour gained should be limited to 25% of max health for logic sense of things. Using armour is also a bit iffy cause you want to lose 40 health before getting the armour for the maximum benefit. While this can be safely achieved in competitive when friendly fire is on, it is rather hard to take just 40 damage in normal games. I think the approach should be that those in the area are given 80 max armour (or if you take my advice above 50% max health armour) and once you leave depletes to 40 armour (25% max health armour). And the armour is just bonus health that goes over your health bar in a different colour.
    But thats just my opinion. Maybe it's work out just fine as it is, but could do with health ratio armour change.

    The armor was bound to have a lot of stats and numbers attached to it- it's not just a simple healing ability. Simplifying it to a flat % rate would probably make it easier to understand, but it'd also be more useful for more mercs at the hard 40 cap (with %HP based max, Aura would only gain 20 armor while Rhino would gain 50, a very great difference).

    I also intended the armor to be more interesting than simply being extra HP. I've seen a lot of those ideas around (armor vests), and those simply function as worse medpacks if used on a merc with low HP and a game-changing buff on a merc with full HP. The combined armor and heal should encourage aggressive play, even at lower HP amounts.

    At one point, I considered giving the armor the ability to completely negate any extra HP damage from the hit that breaks it, but I ditched that because I thought that it'd be a tad annoying to play against. Now that I think of it, that'd actually be a nice supplement to the somewhat unreliable nature of the heal component of the armor.

    0egQoN7.png
    Art courtesy of @Matuno
    IGN/Steam Profile Mr. Penguin
    Have an idea for a new merc? Then head on over to my Mercenary Suggestion Form and go post it!
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