Update!
MECH COMMANDER is complete. I gave the Infantry Com's "Grenade" spec to him instead. I'm not sure yet how I want to do the "Flight" ability, but I will accomplish something like that.
[E] Laser Cannon: Fires a laser beam in target direction, dealing X/X/X/X/X damage to all units it hits.
[T] Flight: Turns the mercenary into a flying vehicle for X/X/X/X/X seconds, mostly used as an evasion technique.
[F] Grenade: Launches a grenade at a target area. Each level increases the range of the grenade, as well as the base damage. Various types of grenade upgrades can be learned based on what you might need it to do (i.e. one that stuns, one that leaves resonating damage over time, one that might bounce between units, etc.).
COVERT OPERATIVE is complete.
[Q] Tactical Strike: Calls down a missile strike at the target area. The range for this will be high, but so will the cooldown.
[W] Mark for Death: Applies a debuff to units in the target area, increases damage done to them and applying a long but minor damage over time spell.
[T] Cloak: Cloak the mercenary for X/X/X/X/X seconds. While cloaked, the merc cannot attack or use abilities.
INFANTRY COMMANDER is complete.
[W] Bull Rush: Charges into enemies at a target point, briefly stunning them and dealing X/X/X/X/X damage.
[T] Barrier: Creates an immobile energy field around a target area that decreases incoming damage.
[F] Survivalism: Increases a specific stat by 100% for X/X/X/X/X seconds. The stat chosen is dependent on the upgrades the player chooses, like other tech specs.
MEDICAL TACTICIAN is complete. I'm still trying to figure out how powerful I want to make this mercenary, considering it is a healer and everyone hates playing healers.
[Q] Irradiate: Applies a damage debuff on a target unit, slowly draining HP of nearby enemies. Leveling this ability increases the range of the effect as well as the damage done to each affected unit.
[E] EMP Arc: Deals initial damage to target enemy (increased damage if the target is mechanical) and then branches out with electrical arcs to hit nearby enemies as well.
ASSAULT COMMANDER is almost complete. I moved "Assault Rally" to
[W] and now I need a non-damaging defense-oriented ability for his
[T] ability. Once I figure that out, he'll be finished.
I'm still having trouble with the ability leveling (and specifically the abilities not getting past level 1, despite having points for the upgrade). I'll have to go back and make sure my Veterancy is correct and work backwards. I'll develop basic versions of all the spells in the meantime and start to figure out balancing concerns.
Also, since this could be a 6-player co-op and players probably wont be able to choose the same mercenary twice, I'm really thinking more about adding a couple new mercenaries. I will try to get the first 6 done first, but I don't want people to hate playing just because they have to play a mercenary they don't particularly like. I can let anyone be any mercenary as well, though that may cause problems balance-wise. We'll see when I get to that point.
Currently Working On:
My Overwatch addiction.