Prototype via WONDER PEOPLE

Seeker is a unique course within Super People. They rely on gadgets and abilities to hone in on where enemies are, and so surprise them with a well-placed ambush. The Seeker is also one of the few classes made for a solitary wolf in Super People.

Perks

Major Impairment Increase – SMG Class

  • Level ane: +10% Damage
  • Level 2: +15% Damage
  • Level 3: +20% Impairment

All classes within Super People accept a Specialized Weapon class, which ranks upwardly and offers them more damage for a specific weapon. Bear in mind that while the weapon may alter from match to match, the weapon class stays the same.

Cover Fire: Right

  • Level i: 70% Increment in leaning angle and leaning speed when leaning towards the right.
  • Level ii: +twenty% Defense force when leaning.
  • Level three: +twenty% Impairment when leaning.

Seekers gain a damage and defense buff while peeking around embrace, and they tin peek faster than near while this perk is active.

Border Control

  • Level 1: Damage and Defence increased upwards to ten% the closer yous are to the Ice Storm
  • Level 2: Damage and Defense increased upward to 15% the closer you are to the Ice Storm
  • Level 3: Damage and Defence increased up to 20% the closer you are to the Ice Storm

Border Command gives Seekers an idea of where they could play; players fleeing the Ice Tempest make for easy targets, particularly when paired with Hostiles Detected.

Homeground: Mountain

  • Level 1: +5% Damage while taking cover behind trees or in rocky terrain (Cooldown: 1 second)
  • Level 2: +seven% Damage while taking cover backside trees or in rocky terrain (Cooldown: one second)
  • Level 3: +10% Impairment while taking cover behind copse or in rocky terrain (Cooldown: ane second)

Homeground stacks with Edge Control, meaning players with both perks full intermittently have +30% impairment.

Projectile Tracking

  • Level 1: You lot can see the trajectory of Throwables.
  • Level 2: -25% Damage received from Throwables.
  • Level 3: -50% Damage received from Throwables.

Annotation that this perk just allows Seekers to see thrown items, such as Tomahawks, grenades, and the like.

Hostiles Detected!

  • Level 1: Locate a unmarried enemy closest to you within a 50 meter radius (Cooldown: eighty seconds)
  • Level 2: Locate a single enemy closest to you within a l meter radius (Cooldown: lxx seconds)
  • Level 3: Locate a single enemy closest to yous within a fifty meter radius (Cooldown: lx seconds)

Pairing Hostiles Detected with Heartbeat makes enemies like shooting fish in a barrel pickings before they know y'all're there. If y'all are planning on getting the jump on an enemy, ensure you're walking and limiting racket made.

Landing Zone Scan

  • Level 1: Located enemies that have landed near your ain landing zone for 5 minutes.
  • Level 2: +v% motion speed.
  • Level 3: +10% movement speed.

Landing Zone Scan is active when you initially jump, and it sweeps a wide area effectually your landing zone for hostile presences. The data isn't pinpoint accurate, but it'southward more than than enough to give you a full general direction of where to wait.

Heartbeat Sensor

  • Level one: Heartbeat Sensor acquired in Slot 4.
  • Level 2: +10 meters Heartbeat Sensor detection range.
  • Level 3: +20 meters Heartbeat Sensor detection range.

Heartbeat Sensor requires players to put away their weapons, and the screen darkens while the character focuses on the sensor. The tradeoff is that Seekers can use the device to find enemies through walls, or hills.

Molotov Traps

  • Level 1: Upgrades Molotov Cocktails into Molotov Traps (explodes automatically when enemies are nearby. Maximum of 2 deployable traps). Proceeds ii Molotov Cocktails and increment backpack weight capacity.
  • Level 2: 3 Deployable Traps and +i meter trigger radius.
  • Level three: 5 Deployable Traps and +ii meter trigger radius.

Molotov Traps are thrown, not placed. This invites players to throw them inside of buildings that enemies may soon be visiting. Be cautious: the Molotov Trap is noticeable by enemies, so it'due south best to place them in unlooted buildings with a lot of clutter.

Ultimate – Quick Slide

  • Do 3 quick slides for eight seconds (Cooldown: sixty seconds)

Quick Slide gives Seekers an eight-second window where they tin slide up to three times. The upshot ends after either criterion is met. The Quick Slide is fast: use this to quickly close the distance between yourself and an enemy while dodging enemy fire.