[Merc] Para

PARA

Name: Cesare Baggio

Nationality: Italian

HP: 120

Speed: 405 (between Sawbonez and Skybro)

Primaries:

- Beretta ARX160 (default)

- Hollunds 880

- SMG-9

Secondaries:

- Selbstadt .40 (default)

- Beretta 93R (burst)

- DE.50

Melee:

- Beckhill Combat Knife (default)

- Cricket Bat

- Stilnotto Stiletto

Abilities:

Q First-Aid Pack

Cooldown: 9s

Quantity: 4

These small first aid packs heal 10HP/s for 8s and reduce incoming damage by 25% for 4s but taking any damage stops the healing instantly. Picking another first aid pack adds additional 4s of healing. Cannot stack (so no matter how many first aid packs you pick/get you'll still heal max 120HP). Taking more than 50dmg allows to pick more packs


E STIM Pistol

Cooldown: 5s per dart (but picking an ammo pack adds 2 darts back if you have none)

Quantity: 6

This modified pistol fires arcing darts that revive downed teammates. Needs to be reloaded after each shot (1,5s reload time). Revived teammates get flat 80HP (no matter the range but the dart arcs heavily) and take 50%less damage from any sources during getting up animation+3s afterwards. Shooting not-downed teammates increases their movement speed by 10% for 5s

Role:

Para should be right behind the people on point, taking care of teammates right after the fight is over. His healing is fast and offers additional benefit of reduced damage but requires his targets to retreat and take cover to heal fully.

His STIM Pistol has weaker range than REVIVR but does need to be charged and offers additional benefits to both downed and "alive" teammates, allowing them to move quickly.

His HP and weapons allow him to defend himself when alone no matter who is he up against, but he's at his best with teammates around

Comments

  • FyrixFyrix Posts: 182
    edited July 2016
    A worse Sparks, not required.

    Even if implemented, you'd choose Sparks over this mercenary every day due to speed, defib gun all round versatility.

    If you shoot someone in real-life with an defbrilating gun they're not going to magically get faster.
  • Fyrix wrote: »
    A worse Sparks, not required.

    Even if implemented, you'd choose Sparks over this mercenary every day due to speed, defib gun all round versatility.

    If you shoot someone in real-life with an defbrilating gun they're not going to magically get faster.

    Worse Sparks at reviving and speed, but with better weapons and HP

    "Real life" also I thought it'd shoot I dunno...adrenaline darts ? Instead of zap zap laser like Sparks
  • FyrixFyrix Posts: 182
    Sparks "revive-gun" is a better weapon than any of them aforementioned. Tanky medic is already taken by Sawbonez.

    Perhaps, but that isn't near-future technology or military style abilities. Darts are good if they serve a purpose. However ones for medical purposes seem to close to the medic in TF2.
  • HunterAssassin5HunterAssassin5 Posts: 1,201
    why do people want 517 movement speed auras and 495 movement speed proxies so damn much?
    QgEMw04.jpg
  • FyrixFyrix Posts: 182
    @TheRyderShotgun ever watched Sonic The Hedgehog?
  • PARA

    E STIM Pistol

    Cooldown: 5s per dart (but picking an ammo pack adds 2 darts back if you have none)

    Hell No.
Sign In or Register to comment.