so the grenade is basically an insta kill for mercs with hp of 100 or below provided that the grenade hits directly? no thanks this needs some nerfs, i mean just imagine doing 50 dmg onto lets say a fletcher (fletcher has 110 hp) so thats -50 hp then per second does 10 hp for 6 secs so thats -60 hp which means fletcher is already dead. Just imagine for proxy, kira and aura who have 80-90 hp.
Hmmm, I like the idea, but there are a few things I'd like to say.
Before anything else, how much health and speed does Worm have?
Now that's out of the way let's talk about the backstory:
"Now Zhang is out for blood against the CDA". Does this mean that only the attackers (aka Jackal) will be able to use Worm? Or will he just ignore his bloodlust and work for the CDA as a defender because... reasons?
If I were you, I'd change up the story just a little bit in that sense. Or you could just rework it entirely since it's not very interesting in the first place. Then again that isn't that much of an issue because a lot of merc backgrounds are quite boring anyways.
Next up, weapon loadout:
I am not really a fan of the primary weapons available. I'm fine with the KEK but giving an engineer and M4A1 and a Timik? Engineers shouldn't have the combat advantage in most situations and weapons like those are just too competitive for an engineer in my opinion.
I'm happy with the secondary weapons though. You don't get to see machine pistols enough in DB but giving the players the option to use the Deagle is a good thing.
Finally, the melee weapons. "Beckhill combat knife"- alright pretty standard I'm fine with that.
"Kukri"- I guess I can see that working, there are some situations where a more heavy-hitting weapo..
-"Katana"- Excuse me? Did... Did I read that right? So you want to create an engineer that has pretty offensive primaries, can detect enemy deployables AND has a katana? I... I don't even know what to say. Really, I don't even have constructive criticism here. Well... let's move on.
When it comes to the abilities, I really like their concepts but the duration and the cooldown period are way off:
Jammer: How does the Jammer work? Is it an object you place on the ground that turns of the HUD's in a certain area around it? Does it have an activation period like the Health Station? Or is it just a button you press and everyone in a certain area (or the whole map) loses their HUD? If it is the latter, I'd recommend reducing the duration of the ability to 3-5 seconds since 20 seconds is way too long and the cooldown to about 30-45 seconds. You could basically wipe an entire team in 20 seconds since they couldn't see their health or crosshairs.
Spotter Program: I have the same questions with this ability. Is it a deployable, is it a button you press? Does it detect everything in the whole map? Yadda yadda. I'm actually ok with the cooldown timer if you are the one performing the ability and not a machine you place down.
Before I end this rant, I just want to say that Worm would maybe work better as a Recon character rather than an Engineer. If you look at other engineers, their abilities synergise well with their role. Bushwhacker plants a bomb and defends it with a turret. Proxy plants a bomb and protects the routes leading up to it. Anyways, you get the idea. I don't feel like Worm's abilities fit his role that neatly. I'm probably being a bit nitpicky bit I feel like I needed to say this.
Sorry if I was too critical of Worm, but I really like his abilities and I genuinely want to see something like them in the game. I feel like our ideas could go places and that's why I maybe was a bit harsh.
Anyways, I'd love to hear back from you and hear your thoughts. Get typing!
Mine is currently Phoenix, Kushwacker, and a fire support. Planning to get Stokes, but many in the forums has disagreed, so I don't know what to do now.