NitoTheFunky
New member
Gameplan: Serge's goal is to dig in. He has a similar playstyle to McGinnis, creating objects around the map, but unlike McGinnis these come with the goal of creating a fortress rather than a series of turrets. Barricades and Barbed Wire create positions that are difficult to approach, while Gas prevents enemies from digging into their own cover for too long. When its time to advance with the team to burst an objective, or to make a last stand, Serge can switch out his rifle for a heavy machine gun and throw lead down range.
Weapon: Serge uses a bolt action rifle. This weapon has very low spread but steeper damage falloff and naturally a very slow cycle time. The weapon reloads like Abram's shotgun, starting with a short delay then loading one round at a time, but if the magazine is empty the player will reload them all at once via a stripper clip. Damage wise it would be somewhere in the ballpark of Holliday without crackshot.
Ability 1, Gas Grenade: Serge throws a grenade which, after a period of time, creates a thick cloud of green gas. Enemies in the gas take HP% based spirit damage and antiheal. The gas is opaque, allowing it to double as a smoke grenade blocking lines of sight. This prevents spotting highlights too but not highlights given through abilities or items such as drifter's ult or backstabber. This item is not charged and deals no initial burst damage. This also gives him a good means of farming camps if he needs to.
Ability 2, Barricades: Serge places down a barricade that goes up to roughly chest height. The barricade cannot be destroyed by enemies. When standing behind a barricade, teammates get spirit resist and increased weapon accuracy. "Behind the barricade" is determined by the enemies position, the barricade effectively draws a hidden line across the whole map. If the enemy is on the opposite side of the line, and Serge is close enough to the barricade, then he is considered "behind the barricade". So if you walk up behind him, he will not have spirit resist to your attacks unless he jumps over the wall.
Interactions:
"Behind the wall" does not apply to debuffs which come from the Serge himself, so bebop bombs, stalkers mark dot, bleed, afterburn, etc arent resisted. AOE abilities are considered "behind" from the point they were thrown, so Geist bombs, Kudzu, or Alchemical Fire are resisted. If an ability is tied to the enemy's position, such as Infernus Ult, Shiv Ult, Warden Ult, or Aura of Suffering, then it is dependent on the enemy's current position instead of when it was cast.
Ability 3, Barbed Wire: Serge places a string of mud and barbed wire on the ground in front of them. Targets on the barbed wire get slightly slowed and have lowered jump height and take damage proportional to how fast they move. Crouch walking will deal much less damage than rolling around in it. Barbed wire cannot be fully jumped out of without an ability.
Interactions:
Abram's, Ivy, Vindicta, and Grey can all "jump out" of it via abilities, though they will take a burst of damage for doing so. The same applies to jump pads.
Teleports such as Stalker's Mark, Quantum Entanglement, Sinclair's Double, Sanguine Retreat, Wraith Cards, Mirage Ult, Phantom Strike, The Baroness Hotel or Warp Stone are not considered "moving fast" and do not incur extra damage. The same applies to Mirage's Tornado, Ethereal Shift, or Calico's Ult as these make the player untargetable.
In all other cases, using an ability to get out is going to hurt. This includes getting pulled out by rescue beams or bebops, which may be funny.
Ultimate, Lewis Gun: Serge replaces his bolt action rifle with a heavy machine gun, greatly increasing his fire rate and giving him infinite ammo for the duration. The MG takes the same accuracy bonus for standing behind the barricade as any other weapon, and any weapon items apply to it. At tier 3, the MG will gain bonus spirit damage, allowing it to stack with both item types.
Interactions:
Like Haze's ult, the MG is immune to disarms but not firerate slows or other gun debuffs. Silencing does not force Serge to put the machine gun away but Curse does. Intensifying magazine carries over its effects from the bolt action to the mg and vice versa
Lore:
When the great war ended, alchemical sappers such as Serge were supposed to return as heroes. Instead, he returned to a country that did not want him, and Serge fell to homelessness. These days Serge is a figurehead, both for the homeless population of New York using his experience to create shelters out of scrap, and is here to summon the patrons to give his those people the future they were promised.
Design:
Serge wears a standard US WW1 trenchcoat, with a gas mask and a brody helmet, helping to give him a unique silhouette. The uniform and equipment, however, are noticeably torn, dirty, and repaired by hand, reflecting their age and his destitute position.
Animations:
Zipline: Serge holds the zipline with his left arm, and gives a military salute with his right.
Light Melee: Serge jabs the enemy with a bayonet
Heavy Melee: Serge pulls out a shovel and smacks the enemy.
Run: Serge runs forward with a rifle ready, as if about to bayonet charge.
Dash: Serge does a quick shoulder bash forward.
Slide: Serge continues the shoulder bash, but lowers his legs to facilitate a slide
Personality:
Serge has, by necessity, good leadership skills. Because of this a lot of his personality is performative, as he needs to set an example for those who depend on him. He is the type of guy to make his bed every morning while living in a homeless camp. So he should be focused, confident, and somewhat optimistic, but cracks in that faced should show from time to time.
Relationships:
Serge has known Pocket in hiding for a few years now
Drifter is an urban legend he is painfully aware of. Other vampires are a routine problem for him.
Billy and Viper have been nuisances for a long time.
Serge has made many trips to the scrapyard in the past for supplies, Ms. Shelly is happy to oblige.
Mo and Krill frequently trade with him.
Several people under Serge's care owe a lot of money to Wraith, Serge has made it impossible for her to collect those debts.
Weapon: Serge uses a bolt action rifle. This weapon has very low spread but steeper damage falloff and naturally a very slow cycle time. The weapon reloads like Abram's shotgun, starting with a short delay then loading one round at a time, but if the magazine is empty the player will reload them all at once via a stripper clip. Damage wise it would be somewhere in the ballpark of Holliday without crackshot.
Ability 1, Gas Grenade: Serge throws a grenade which, after a period of time, creates a thick cloud of green gas. Enemies in the gas take HP% based spirit damage and antiheal. The gas is opaque, allowing it to double as a smoke grenade blocking lines of sight. This prevents spotting highlights too but not highlights given through abilities or items such as drifter's ult or backstabber. This item is not charged and deals no initial burst damage. This also gives him a good means of farming camps if he needs to.
Ability 2, Barricades: Serge places down a barricade that goes up to roughly chest height. The barricade cannot be destroyed by enemies. When standing behind a barricade, teammates get spirit resist and increased weapon accuracy. "Behind the barricade" is determined by the enemies position, the barricade effectively draws a hidden line across the whole map. If the enemy is on the opposite side of the line, and Serge is close enough to the barricade, then he is considered "behind the barricade". So if you walk up behind him, he will not have spirit resist to your attacks unless he jumps over the wall.
Interactions:
"Behind the wall" does not apply to debuffs which come from the Serge himself, so bebop bombs, stalkers mark dot, bleed, afterburn, etc arent resisted. AOE abilities are considered "behind" from the point they were thrown, so Geist bombs, Kudzu, or Alchemical Fire are resisted. If an ability is tied to the enemy's position, such as Infernus Ult, Shiv Ult, Warden Ult, or Aura of Suffering, then it is dependent on the enemy's current position instead of when it was cast.
Ability 3, Barbed Wire: Serge places a string of mud and barbed wire on the ground in front of them. Targets on the barbed wire get slightly slowed and have lowered jump height and take damage proportional to how fast they move. Crouch walking will deal much less damage than rolling around in it. Barbed wire cannot be fully jumped out of without an ability.
Interactions:
Abram's, Ivy, Vindicta, and Grey can all "jump out" of it via abilities, though they will take a burst of damage for doing so. The same applies to jump pads.
Teleports such as Stalker's Mark, Quantum Entanglement, Sinclair's Double, Sanguine Retreat, Wraith Cards, Mirage Ult, Phantom Strike, The Baroness Hotel or Warp Stone are not considered "moving fast" and do not incur extra damage. The same applies to Mirage's Tornado, Ethereal Shift, or Calico's Ult as these make the player untargetable.
In all other cases, using an ability to get out is going to hurt. This includes getting pulled out by rescue beams or bebops, which may be funny.
Ultimate, Lewis Gun: Serge replaces his bolt action rifle with a heavy machine gun, greatly increasing his fire rate and giving him infinite ammo for the duration. The MG takes the same accuracy bonus for standing behind the barricade as any other weapon, and any weapon items apply to it. At tier 3, the MG will gain bonus spirit damage, allowing it to stack with both item types.
Interactions:
Like Haze's ult, the MG is immune to disarms but not firerate slows or other gun debuffs. Silencing does not force Serge to put the machine gun away but Curse does. Intensifying magazine carries over its effects from the bolt action to the mg and vice versa
Lore:
When the great war ended, alchemical sappers such as Serge were supposed to return as heroes. Instead, he returned to a country that did not want him, and Serge fell to homelessness. These days Serge is a figurehead, both for the homeless population of New York using his experience to create shelters out of scrap, and is here to summon the patrons to give his those people the future they were promised.
Design:
Serge wears a standard US WW1 trenchcoat, with a gas mask and a brody helmet, helping to give him a unique silhouette. The uniform and equipment, however, are noticeably torn, dirty, and repaired by hand, reflecting their age and his destitute position.
Animations:
Zipline: Serge holds the zipline with his left arm, and gives a military salute with his right.
Light Melee: Serge jabs the enemy with a bayonet
Heavy Melee: Serge pulls out a shovel and smacks the enemy.
Run: Serge runs forward with a rifle ready, as if about to bayonet charge.
Dash: Serge does a quick shoulder bash forward.
Slide: Serge continues the shoulder bash, but lowers his legs to facilitate a slide
Personality:
Serge has, by necessity, good leadership skills. Because of this a lot of his personality is performative, as he needs to set an example for those who depend on him. He is the type of guy to make his bed every morning while living in a homeless camp. So he should be focused, confident, and somewhat optimistic, but cracks in that faced should show from time to time.
Relationships:
Serge has known Pocket in hiding for a few years now
Drifter is an urban legend he is painfully aware of. Other vampires are a routine problem for him.
Billy and Viper have been nuisances for a long time.
Serge has made many trips to the scrapyard in the past for supplies, Ms. Shelly is happy to oblige.
Mo and Krill frequently trade with him.
Several people under Serge's care owe a lot of money to Wraith, Serge has made it impossible for her to collect those debts.