I have had this idea of an agent with strong kit for information denial and since there are multiple debuffs which are quite underutilized, I wanted to utilize them with this agent as well. Lore wise the agent is a tech savvy comms expert utilizing different kinds of sound technologies in her kit.
Bella – Sentinel (Origin Finland)
C – Chaff grenade (1 charge, 250 cred). EQUIP a Chaff grenade. FIRE to throw. ALT FIRE to lob. The Chaff grenade detonates upon landing spreading to a large area, units caught will become suppressed and map will be disabled for 8 seconds.
(Inspiration from Metal Gear Solid “Chaff consists of small aluminium strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool missile radar. The individual strips are cut in such a way that they wreak havoc with radar's transmitted frequencies. The chaff grenade is a combination of a wide-dispersal system for such strips and an electronic jamming system similar in effect to a magnetic pulse; it fools most electronic devices in the current room, including security cameras, radios, and some types of UAV.”)
ALTERNATIVE: More aggressive option I was also playing with the idea of having nearsight with map denial, but I think suppress would work better as 1-off Kayo knife.
Basically, this is the only offensive ability in this agents kit.
Q – Eye of the Beholder. (1 charge, 300 cred) EQUIP a sonic sensor that scans for enemy movement. FIRE to throw the sensor. Upon landing the sensor will show moving enemy units in the map if they are in the field of view of the sensor.
(I didn’t want to make this too OP, so couple of things here: Sensor will not be hidden and can be destroyed, but with good lineups or smart positioning could be very valuable info gathering tool for flanks or even rotations. Moving targets mean walk and run, so it doesn’t fall for Deadlock’s sonic sensor category, but here’s the downside it wont show stationary targets. So not very useful during pushes. Final thing to make it a little bit less affective is that it won’t show who is moving, just that someone is moving so units shown on map will appear as red question marks, not character icons.)
ALTERNATIVE: More on the sound theme would be info gathering tool which would work like echo location device fire a Breach Flash/Aftershock like through walls and enemies affected would be revealed and deafened.
Signature skill which was actually my first idea for the whole agent and I think it would be really fun and unique style for a sentinel.
E – Sonic Web. (2 charges) EQUIP a sonic web. FIRE to place a hidden sonic web. Enemy players who cross the web will become slowed and deafened. When a throwable ability hits the web, it will drop to the floor. Web collapses once activated for the first time.
(Entering a site usually means some utility thrown onto the site to reveal or move defenders into your sightlines, what if we had utility which could better anchor defenders and stall pushes. For example, placing a Sonic Web to C Main choke and when a Raze uses her Paint Shells to clear back site, instead the grenade drops on the choke and damages themselves instead, or a viper moly landing on their feet when they try to enter. Another great use would be post-plant situations, deny lineups or prevent utility usage in spam post plant situations. So, the Sonic Web should be really tall “wall” or freely placeable in the air.
Ultimate
X – Radio jamming. INSTANTLY use on a targeted dead enemy to disrupt enemy communications. Causing enemy team to become paranoid for 15 seconds.
(This would work very much like Cypher Neural Theft, but instead of revealing it will be blasting the enemy airwaves with static noises until they can isolate the disruption in their comms. I have been quite surprised that only place paranoia debuff is used is Spike Rush. Very situational in clutch situations, but since her other kit is so strong in my opinion ultimate could be a bit less effective in her case.)
Would you play or totally hate her?