Forward Observer 2.0

Discussion in 'Canceled Content' started by Kith, Jul 18, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Forward Observer 2.0
    [​IMG]

    Major changes include:
    • The Forward Observer now has over 400 ability permutations to keep track of. Have fun.
    • The Forward Observer has two Submenus that the majority of their skills are stored under: Orbital Artillery and Mobile Infantry. While the 15 slots of the Command Card are very generous, my endeavor to boost the Forward Observer to absurd heights caused me to hit the limit almost immediately.
    • The Forward Observer no longer has limited Shells. This is due to Energy and Energy Boosts largely not mattering if the FO's limiting factor is their shell count. While having limited shells does lend a unique gameplay element to the Forward Observer, it invalidates too many other things to be worth it.
    • The Forward Observer no longer has limited Infantry Stock. Infantry have become much more numerous and difficult to manage, so I don't want players worrying about running out of Infantry. They'll have enough to worry about as it is.

    Class Name: Forward Observer
    Class Biography: Forward Observers are authorized to allocate resources to complete their mission as they see fit.
    Class Stats: Same as NOTD.
    Weight Category: Light
    Class Soundset: Goliath (Placeholder)


    INNATES
    Ability Name: Battalion Assets
    Ability Button Description:
    The Forward Observer has 25% higher Maximum Energy.
    Effect:
    The Forward Observer unit has 125 Max Energy instead of the standard 100.


    Ability Name: Radio Operator
    Ability Button Description:
    All allied units gain +2 Sight Range as long as the Forward Observer is alive.
    Effect:
    See Button Description.


    Ability Name: Orbital Artillery
    Ability Button Description:
    Accesses abilities granted by the Artillery tree.

    BARRAGE STATS
    Shell Type: [SHELL DATA]
    Delay: [DELAY DATA]
    Size: [SIZE DATA]
    Formation: [FORM DATA]
    Timing: [TIMING DATA]
    Effect:
    Opens the Orbital Artillery submenu. Tooltip displays the currently applied modifiers. For reference, these are the possible entries in the listed fields:
    [SHELL DATA]: Armor Piercing, High Explosive, Metal Storm
    [DELAY DATA]: 6 Seconds, 3 Seconds
    [SIZE DATA]: 2, 4, 6
    [FORM DATA]: Radial, Column
    [TIMING DATA]: Gradual, On-Time
    Transient: Yes
    Hotkey: F


    Ability Name: Mobile Infantry
    Ability Button Description:
    Accesses Infantry made available by the Fireteam tree.

    AVAILABLE INFANTRY: [LIMIT DATA]
    Effect:
    Opens the Mobile Infantry submenu. Tooltip displays how many additional Infantry can be called in. For reference, [LIMIT DATA] lists how many more you can have, not how many you're allowed to have. Important to note that this is a Train menu.
    Transient: Yes
    Hotkey: V


    ARTILLERY
    Significant information:
    • Barrages can be used "indoors". I'll just handwave it as a flimsy roof.
    • Shells make noise on impact. 20 of it, in fact.
    • Shells lower the cooldown of Horde spawns. By 2 seconds per impact, so be careful with those!
    • Artillery abilities do not give vision when used. If you want to do long-range stuff, you'll have to blind-fire or get a spotter.

    TIER 1
    Ability Name:
    Precision Artillery
    Ability Description:
    Provides access to light barrages in the Orbital Artillery submenu.

    Level 1: Point Strike drops 1 shell at the target location.
    Level 2: Light Salvo drops 5 shells in the target area.
    Level 3: Reduces the Delay of all Orbital Artillery abilities by 50%.

    “Artillery adds dignity to what would otherwise be an ugly brawl.”
    Effect:
    Level 1 unlocks the Point Strike ability in the Orbital Artillery submenu.
    Level 2 unlocks the Light Salvo ability in the Orbital Artillery submenu.
    Level 3 reduces the Impact Delay of all Orbital Artillery abilities from 6 to 3. Also updates the Orbital Artillery submenu button's tooltip to reflect the new delay time.
    Show Spoiler
    Ability Name: Point Strike
    Ability Button Description:
    Drop a single shell that deals [SHELL DAMAGE] in a [SHELL RADIUS] radius at the target point after a 6 second delay.
    Ability Cost: 8 Energy
    Ability Cooldown: 2 Seconds
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    See Button Description.
    Point Strike, being a pinpoint attack, is not subject to size changes, timing changes, or shape changes.
    The default Shell Type is High Explosive, which deals 200 damage in a 2.0 radius.
    The default Delay Time is 6 seconds.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: Q


    Ability Name: Light Salvo
    Ability Button Description:
    Drop 5 shells that deal [SHELL DAMAGE] in a [SHELL RADIUS] radius at the target [SIZE DATA] area [FORM DATA] after a 6 second delay.
    Ability Cost: 12 Energy
    Ability Cooldown: 6 Seconds
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    See Button Description.
    The default Shell Type is High Explosive, which deals 200 damage in a 2.0 radius.
    The default Size is Medium, which causes the ability to have a 4.0 radius.
    The default Formation is Radial, which drops shells randomly within the given area.
    The default Impact Timing is Gradual, which drops every shell after the first after a 0.5 second delay.
    The default Delay Time is 6 seconds.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: W


    Ability Name: Effective Artillery
    Ability Description:
    Provides access to heavy barrages in the Orbital Artillery submenu.

    Level 1: Bombardment drops 10 shells in the target area.
    Level 2: Fire For Effect drops 20 shells in the target area.
    Level 3: Increases the range of all Orbital Artillery to Global.

    “Artillerymen believe the world consists of two types of people: targets and other Artillerymen.”
    Effect:
    Level 1 unlocks the Bombardment ability in the Orbital Artillery submenu.
    Level 2 unlocks the Fire For Effect ability in the Orbital Artillery submenu.
    Level 3 increases the Ability Range of all Orbital Artillery abilities (including Tier 3s) to Global.
    Show Spoiler
    Ability Name: Bombardment
    Ability Button Description:
    Drop 10 shells that deal [SHELL DAMAGE] in a [SHELL RADIUS] radius at the target [SIZE DATA] area [FORM DATA] after a 6 second delay.
    Ability Cost: 24 Energy
    Ability Cooldown: 18 Seconds
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    See Button Description.
    The default Shell Type is High Explosive, which deals 200 damage in a 2.0 radius.
    The default Size is Medium, which causes the ability to have a 4.0 radius.
    The default Formation is Radial, which drops shells randomly within the given area.
    The default Impact Timing is Gradual, which drops every shell after the first after a 0.5 second delay.
    The default Delay Time is 6 seconds.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: E


    Ability Name: Fire For Effect
    Ability Button Description:
    Drop 20 shells that deal [SHELL DAMAGE] in a [SHELL RADIUS] radius at the target [SIZE DATA] area [FORM DATA] after a 6 second delay.
    Ability Cost: 38 Energy
    Ability Cooldown: 36 Seconds
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    See Button Description.
    The default Shell Type is High Explosive, which deals 200 damage in a 2.0 radius.
    The default Size is Medium, which causes the ability to have a 4.0 radius.
    The default Formation is Radial, which drops shells randomly within the given area.
    The default Impact Timing is Gradual, which drops every shell after the first after a 0.5 second delay.
    The default Delay Time is 6 seconds.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: R


    TIER 2
    Ability Name:
    Specialized Ammunition
    Ability Description:
    Allows modification of barrage ammunition and impact timing.

    Level 1: Armor Piercing and Metal Storm shells become available for use.
    Level 2: On-Time Impact Timing becomes available.

    There is no job in the Field Artillery for the weak, the timid, or the indecisive.
    Effect:
    Level 1 unlocks the Armor Piercing, High Explosive, and Metal Storm abilities in the Orbital Artillery submenu. It should be noted that swapping Shell Types while a barrage is active will not change the currently active barrage's Shell Type - Shell Type only applies to the barrage on cast.
    Level 2 unlocks the Impact Timing toggle ability in the Orbital Artillery submenu.
    Show Spoiler
    Ability Name: Armor Piercing Shells
    Ability Button Description:
    Armor Piercing Shells deal 400 damage in a 1.0 radius on impact.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SHELL DATA] to Armor Piercing, [SHELL DAMAGE] to 400, and [SHELL RADIUS] to 1.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: A


    Ability Name: High Explosive Shells
    Ability Button Description:
    High Explosive Shells deal 200 damage in a 2.0 radius on impact.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SHELL DATA] to High Explosive, [SHELL DAMAGE] to 200, and [SHELL RADIUS] to 2.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: S


    Ability Name: Metal Storm Shells
    Ability Button Description:
    Metal Storm Shells deal 100 damage in a 4.0 radius on impact.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SHELL DATA] to Metal Storm, [SHELL DAMAGE] to 100, and [SHELL RADIUS] to 4.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: D


    Ability Name: Impact Timing
    Ability Button Description:
    (Toggle ON)
    Gradual Impact Timing drops each shell 0.5 seconds after the previous shell impacts.

    (Toggle OFF)
    On-Time Impact Timing drops all shells in a barrage at the same time.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    While the ability is inactive, barrage abilities use Gradual Impact Timing where the first shell of a barrage hits after the Impact Delay has expired and the following shells hit in 0.5 second increments thereafter.
    While the ability is active, barrage abilities use the On-Time Impact Timing which causes all of the shells of a barrage to hit at the same time.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: F


    Ability Name: Advanced Targeting
    Ability Description:
    Allows modification of barrage size and barrage formation.

    Level 1: Barrages can be resized to Small, Medium, or Large.
    Level 2: Linear Formation becomes available.

    “The harder the fighting and the longer the war, the more the infantry lean on the gunners.”
    Effect:
    Level 1 unlocks the Small Area, Medium Area, and Large Area abilities in the Orbital Artillery submenu.
    Level 2 unlocks the Barrage Formation toggle ability in the Orbital Artillery submenu.
    Show Spoiler
    Ability Name: Small Area
    Ability Button Description:
    Sets barrage size to 2.0.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SIZE DATA] to 2.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: Z


    Ability Name: Medium Area
    Ability Button Description:
    Sets barrage size to 4.0.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SIZE DATA] to 4.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: X


    Ability Name: Large Area
    Ability Button Description:
    Sets barrage size to 6.0.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    Sets [SIZE DATA] to 6.0. The ability is disabled when active.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: C


    Ability Name: Barrage Formation
    Ability Button Description:
    (Toggle ON)
    Radial Barrage Formation drops shells randomly within a radial area.

    (Toggle OFF)
    Linear Barrage Formation drops shells in a consecutive order within a column.
    Ability Cost: None
    Ability Cooldown: None
    Effect:
    While the ability is inactive, barrage abilities use the Radial Barrage Formation, which drops shells randomly within the target area. Barrage Size dictates the radius of the area of the effect.
    While the ability is active, barrage abilities use the Linear Barrage Formation, which drops shells in a line relative to the Forward Observer (which is to say it rotates relative to his location, as most linear abilities do). Linear Barrage Formation uses the "walking barrage" technique where the first shell lands closest to the Forward Observer and then proceeds down the remaining length of the area of effect.

    Barrage Size dictates the length of the barrage, while the width remains a 1.0 regardless of the selected Barrage Size. Linear Barrages distribute their shells evenly along the length of the area, so here's a quick rundown of the space between shells based on Small, Medium, and Large sizes to prevent any confusion on the matter:

    Light Salvo: 0.4 / 0.8 / 1.2 distance between shells
    Bombardment: 0.2 / 0.4 / 0.6 distance between shells
    Fire For Effect: 0.1 / 0.2 / 0.3 distance between shells
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: V


    TIER 3
    Ability Name:
    Rods from God
    Ability Description:
    Deals an enormous amount of damage over a wide area, but has limited uses.

    Level 1: Rods deal up to 8,000 damage to units in a 9 radius area.

    “Zeus sends his regards.”
    Ability Button Description:
    Deals up to 8,000 damage in a 9 radius area after a 6 second delay.

    Rods from God can damage allies.
    Ability Cost: None
    Ability Cooldown: None
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    Applies the following effects:
    Deals 8,000 damage in a radius of 1.
    Deals 5,000 damage in a radius of 2.
    Deals 3,000 damage in a radius of 3.
    Deals 1,000 damage in a radius of 6.
    Deals 500 damage in a radius of 9.
    These damages are exclusive and do not stack. Ability has 3 charges and disappears from the Command Card once they are all spent.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: G


    Ability Name: Overwatch
    Ability Description:
    Designates a target area and automatically fires artillery shells at enemies that enter it.

    Level 1: Fires the chosen shell type at all enemies that enter the target area every 2 seconds for 60 seconds.

    “The sky is falling! The sky is falling!”
    Ability Button Description:
    Designates a [SIZE DATA] [FORM DATA] for 60 seconds and fires [SHELL DATA] shells at enemies that enter it every 2 seconds. Shells impact after a 6 second delay.

    Overwatch can damage allies.
    Ability Cost: 60 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect:
    See Button Description. Shells track to enemies and, if they die before the shells impact them, the shells will hit their last known location.
    Transient: Yes
    Button Location: Orbital Artillery
    Hotkey: G


    FIRETEAM
    Significant information:
    • The Infantry tree has WAY more Infantry to choose from - 13, up from 5. We versatile now.
    • Equipment Upgrade has been replaced by Combat Command. This gives the Forward Observer more to do, even if it is just shuffling skillsets on units.
    • All of the unit stats will be in the second post of this thread. This is because each Infantry has at least five Active abilities and three Passive abilities and I managed to hit the Character Limit.

    TIER 1
    Ability Name:
    Infantry Rifleman
    Ability Description:
    Gain the ability to summon Infantry Riflemen to the battlefield.

    Level 1: Increases Infantry Limit by 1 and unlocks the Infantry Rifleman.
    Level 2: Infantry Riflemen can equip Sub Machine Guns and Medium Machine Guns.
    Level 3: Infantry Riflemen can use the Double Tap ability.

    “Any fighting force’s most valuable resource is the boots on the ground, rifles in their hands.”
    Effect:
    Increases the Infantry Limit by 1 and unlocks the Infantry Rifleman in the Mobile Infantry submenu.
    Show Spoiler
    Ability Name: Infantry Rifleman
    Ability Button Description:
    Infantry Riflemen are general purpose troops that can equip different weapons to suit the situation. Infantry Riflemen are not limited.
    Ability Cost: 60 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Rifleman arrives via Drop Pod. Infantry Riflemen are the only Mobile Infantry that the Forward Observer can have as many as they like of.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: R


    Ability Name: Combat Command
    Ability Description:
    Modifies the skillset of the target unit.

    Level 1: Offensive Command improves the target's offensive abilities.
    Level 2: Defensive Command improves the target's defensive abilities.
    Level 3: Tactical Command improves the target's utility or spell abilities.

    “Be smart. Adapt to the battlefield.”
    Effect:
    Gives the Forward Observer the Offensive Command ability at Level 1, Defensive Command ability at Level 2, and Tactical Command ability at Level 3.
    Show Spoiler
    Ability Name: Offensive Command
    Ability Button Description:
    Improve the target unit's offensive abilities.
    Ability Cost: 10 Energy
    Ability Cooldown: None
    Ability Filters: Self, Infantry
    Ability Range: 10
    Effect:
    Places the Offensive Command effect on the target unit. Effects vary from unit to unit. Only one Command effect may be active on a unit at a time. Casting another Command effect on a unit that already has a Command effect will overwrite the previous one.
    Transient: Yes
    Button Location: Main
    Hotkey: Q


    Ability Name: Defensive Command
    Ability Button Description:
    Improve the target unit's defensive abilities.
    Ability Cost: 10 Energy
    Ability Cooldown: None
    Ability Filters: Self, Infantry
    Ability Range: 10
    Effect:
    Places the Defensive Command effect on the target unit. Effects vary from unit to unit. Only one Command effect may be active on a unit at a time. Casting another Command effect on a unit that already has a Command effect will overwrite the previous one.
    Transient: Yes
    Button Location: Main
    Hotkey: W


    Ability Name: Tactical Command
    Ability Button Description:
    Improve the target unit's tactical abilities.
    Ability Cost: 10 Energy
    Ability Cooldown: None
    Ability Filters: Self, Infantry
    Ability Range: 10
    Effect:
    Places the Tactical Command effect on the target unit. Effects vary from unit to unit. Only one Command effect may be active on a unit at a time. Casting another Command effect on a unit that already has a Command effect will overwrite the previous one.
    Transient: Yes
    Button Location: Main
    Hotkey: E


    Ability Name: Superior Firepower
    Ability Button Description:
    Increases Attack Speed and Weapon Damage by 10% for the Forward Observer and their Infantry.
    Effect:
    See Button Description. Ability is only in effect if the Forward Observer has the Offensive Command effect applied. Otherwise, it's just a greyed out button on the main command card.
    Button Location: Main


    Ability Name: Hold the Line
    Ability Button Description:
    Increases Health Regeneration by 0.25 and Movement Speed by 10% for the Forward Observer and their Infantry.
    Effect:
    See Button Description. Ability is only in effect if the Forward Observer has the Defensive Command effect applied. Otherwise, it's just a greyed out button on the main command card.
    Button Location: Main


    Ability Name: Search and Destroy
    Ability Button Description:
    Increases Detection Range by 4 and Ability Damage by 10% for the Forward Observer and their Infantry.
    Effect:
    See Button Description. Ability is only in effect if the Forward Observer has the Tactical Command effect applied. Otherwise, it's just a greyed out button on the main command card.
    Button Location: Main


    TIER 2
    Ability Name:
    Heavy Infantry
    Ability Description:
    Gain the ability to summon Infantry Stormtroopers, Infantry Flamethrowers, and Infantry Machine Gunners to the battlefield.

    Level 1: Increases Infantry Limit by 1 and unlocks Heavy Infantry for use.
    Level 2: Heavy Infantry gain an additional ability.

    “Sometimes being the biggest and the meanest guy on the field is the answer to whatever problem you're having.”
    Effect:
    Level 1 increases the Infantry Limit by 1 and unlocks the Infantry Stormtrooper, Infantry Flamethrower, and Infantry Machine Gunner in the Mobile Infantry submenu.
    Level 2 grants the Heavy Infantry their second core ability.
    Show Spoiler
    Ability Name: Infantry Stormtrooper
    Ability Button Description:
    Infantry Stormtroopers are heavily armored shock troops armed with a Pump Shotgun.

    Only one Infantry Stormtrooper may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Stormtrooper arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: Q


    Ability Name: Infantry Flamethrower
    Ability Button Description:
    Infantry Flamethrowers are durable close combat specialists armed with a Flamethrower.

    Only one Infantry Flamethrower may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Stormtrooper arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: W


    Ability Name: Infantry Machine Gunner
    Ability Button Description:
    Infantry Machine Gunners are fire support specialists armed with a Medium Machine Gun.

    Only one Infantry Machine Gunner may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Machine Gunner arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: E


    Ability Name: Light Infantry
    Ability Description:
    Gain the ability to summon Infantry Scouts, Infantry Marksmen, and Infantry Commandos to the battlefield.

    Level 1: Increases Infantry Limit by 1 and unlocks Light Infantry for use.
    Level 2: Light Infantry gain an additional ability.

    “Ambushes and lightning strikes can end a fight before it even begins.”
    Effect:
    Level 1 increases the Infantry Limit by 1 and unlocks the Infantry Scout, Infantry Marksman, and Infantry Commando in the Mobile Infantry submenu.
    Level 2 grants the Light Infantry their second core ability.
    Show Spoiler
    Ability Name: Infantry Scout
    Ability Button Description:
    Infantry Scouts are light reconnaissance units armed with a Pistol.

    Only one Infantry Scout may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Scout arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: A


    Ability Name: Infantry Marksman
    Ability Button Description:
    Infantry Marksmen are long range combat specialists armed with a Marksman Rifle.

    Only one Infantry Marksman may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Marksman arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: S


    Ability Name: Infantry Commando
    Ability Button Description:
    Infantry Commandos are elite troops armed with an Automatic Shotgun.

    Only one Infantry Commando may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Commando arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: D


    TIER 3
    Ability Name:
    Offensive Support Infantry
    Ability Description:
    Gain the ability to summon Infantry Grenadiers, Infantry Demolitions, and Infantry Fusiliers to the battlefield.

    Level 1: Increases Infantry Limit by 1 and unlocks Offensive Support Infantry for use.

    “Peace through superior firepower.”
    Effect:
    Level 1 increases the Infantry Limit by 1 and unlocks the Infantry Grenadier, Infantry Demoltions, and Infantry Fusilier in the Mobile Infantry submenu.
    Show Spoiler
    Ability Name: Infantry Grenadier
    Ability Button Description:
    Infantry Grenadiers can fire multiple grenades quickly with their Grenade Launchers.

    Only one Infantry Grenadier may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Grenadier arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: G


    Ability Name: Infantry Demolitions
    Ability Button Description:
    Infantry Demolitions can prepare deadly traps for enemies and are equipped with a Pump Shotgun.

    Only one Infantry Demoltions may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Demolitions arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: V


    Ability Name: Infantry Fusilier
    Ability Button Description:
    Infantry Fusiliers can deal large amounts of damage with their Rocket Launchers and are equipped with an Assault Rifle.

    Only one Infantry Fusilier may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Fusilier arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: F


    Ability Name: Defensive Support Infantry
    Ability Description:
    Gain the ability to summon Infantry Medics, Infantry Engineers, and Infantry Sappers to the battlefield.

    Level 1: Increases Infantry Limit by 1 and unlocks Defensive Support Infantry for use.

    “Sometimes it's a solid plan to focus on something OTHER than blowing things up.”
    Effect:
    Level 1 increases the Infantry Limit by 1 and unlocks the Infantry Medic, Infantry Engineer, and Infantry Sapper in the Mobile Infantry submenu.
    Show Spoiler
    Ability Name: Infantry Medic
    Ability Button Description:
    Infantry Medics can heal wounded units and are equipped with a Pistol.

    Only one Infantry Medic may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Medic arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: Z


    Ability Name: Infantry Engineer
    Ability Button Description:
    Infantry Engineers can support other units with their Drone and are equipped with a Sub Machine Gun.

    Only one Infantry Engineer may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Engineer arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: X


    Ability Name: Infantry Sapper
    Ability Button Description:
    Infantry Sappers can effective at constructing and destroying buildings and are equipped with a Pump Shotgun.

    Only one Infantry Sapper may be active at a time.
    Ability Cost: 80 Energy
    Ability Cooldown: None
    Effect:
    An Infantry Sapper arrives via Drop Pod.
    Transient: Yes
    Button Location: Mobile Infantry
    Hotkey: C
    Last edited: Nov 16, 2015
    • Funny Funny x 1
  2. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    MOBILE INFANTRY STATS
    Prepare for information overload, kids. Some things about the Mobile Infantry:
    • Infantry do not require Magazines. Similarly to NPC forces, they expend ammunition and require reloading after attacking but do not need to have their ammunition stocks replenished.
    • Unlike the main classes whose abilities are added as they become available, Infantry have their abilities visible but disabled until they become available. This is so players can see what's what without having to place Command effects first.
    • Infantry will have randomized names with their unit type listed underneath as a subtitle. Since I managed to get my grubby little hands on an unprotected NOTD: Aftermath, I'm going to be pulling the names from the class names of yesteryear.
    • Infantry have three Passive/Active ability combos that are only active if they have a Combat Command buff applied to them. As a general rule, the tooltip will state on the disabled version that it requires the relevant Combat Command to activate them.
    • Switching Combat Command buffs does not remove applied effects or units. It does end any currently active toggle abilities that require a Combat Command buff to be unlocked, though.
    • Abilities unlocked by Combat Command are color-coded. Red designates an ability that requires Offensive, Blue is for Defensive, and Purple is for Tactical.
    Infantry Rifleman
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Riflemen are general-purpose troops.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Assault Rifle
    Soundset: Marine
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: Sub Machine Gun
    Ability Button Description:
    Equip a Sub Machine Gun.
    Ability Cost: 10 Energy
    Ability Cooldown: 10 Seconds
    Effect:
    See Button Description. Normal equip effects apply. This ability is disabled while the relevant weapon is equipped. Requires the Fireteam ability Infantry Rifleman to be Level 2.
    Transient: Yes
    Hotkey: Q


    Ability Name: Assault Rifle
    Ability Button Description:
    Equip an Assault Rifle.
    Ability Cost: 10 Energy
    Ability Cooldown: 10 Seconds
    Effect:
    See Button Description. Normal equip effects apply. This ability is disabled while the relevant weapon is equipped. Requires the Fireteam ability Infantry Rifleman to be Level 2.
    Transient: Yes
    Hotkey: W


    Ability Name: Medium Machine Gun
    Ability Button Description:
    Equip a Medium Machine Gun.
    Ability Cost: 10 Energy
    Ability Cooldown: 10 Seconds
    Effect:
    See Button Description. Normal equip effects apply. This ability is disabled while the relevant weapon is equipped. Requires the Fireteam ability Infantry Rifleman to be Level 2.
    Transient: Yes
    Hotkey: E


    Ability Name: Double Tap
    Ability Button Description:
    (Toggle ON)
    Attack twice per shot at the cost of halving attack speed.

    (Toggle OFF)
    Return to single shot attacks and normal attack speed.
    Ability Cost: None
    Ability Cooldown: 2 Seconds
    Effect:
    See Button Description. Can be used for all three of the Rifleman's weapons. The toggle is automatically canceled if the player swaps to another weapon. Requires the Fireteam ability Infantry Rifleman to be Level 3.
    Transient: Yes
    Hotkey: D


    Ability Name: Adrenaline
    Ability Button Description:
    Increases Attack and Movement Speed by 25% for 10 seconds.

    Passive: Critical Strike
    10% chance to deal additional damage when attacking.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: F


    Ability Name: Entangling Shot
    Ability Button Description:
    Snares the target enemy for 3 seconds.

    Passive: Hardiness
    Health Regen is increased by 0.25.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Ability Range: 10
    Ability Filters: Ground, Air, Enemy
    Effect:
    See Button Description.
    Transient: No
    Hotkey: T


    Ability Name: Penetrating Round
    Ability Button Description:
    Deals 600 damage to all ground units in a line.

    Penetrating Round can damage allies.

    Passive: Hustle
    Increases Movement Speed by 10%.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Ability Range: 8, 0.25 Width
    Ability Filters: Ground
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V

    Infantry Stormtrooper
    Show Spoiler
    Biological, Armored, Heroic
    Unit Description:
    Infantry Stormtroopers are armored shock troops.
    Hitpoints: 200
    Hitpoint regen: 0.25
    Shields: 20
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 4
    Shield Armor: 1
    Movespeed: 2.3
    Sight Range: 8
    Weapon: Pump Shotgun
    Soundset: Viking
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Heavy), Hold Fire, Reload


    Ability Name: Explosive Shot
    Ability Button Description:
    Deals 100 damage and knocks back units in a cone.

    Explosive Shot can damage allies.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 4, 30 degree cone
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: Q


    Ability Name: Spearhead
    Ability Button Description:
    Charge to the target location, dealing 50 damage to enemies and lowering their Movement speed by 40% for 4 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 8
    Ability Filters: Ground
    Effect:
    See Button Description. Requires the Fireteam ability Heavy Infantry to be Level 2.
    Transient: No
    Hotkey: W


    Ability Name: AP Slug
    Ability Button Description:
    Deals 400 damage to the target enemy and 200 damage to units behind it.

    AP Slug's penetration damage can damage allies.

    Passive: Tactical Reload
    After 6 seconds of non-combat, begin reloading individual shells.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 8
    Ability Filters: Ground, Air (splash damage is exclusive to the base unit's type)
    Effect:
    See Button Description. Tactical Reload restores 1 attack's worth of ammunition per second. Tactical Reload is interrupted if the Stormtrooper attacks or takes damage.
    Transient: Yes
    Hotkey: F


    Ability Name: Combat Shield
    Ability Button Description:
    (Toggle ON)
    Equip a shield that reduces damage taken by 5 but reduces Attack Speed by 50%.

    Passive: Fortify
    Life Armor is increased by 4.

    (Toggle OFF)
    Stop reducing damage taken and return Attack Speed to normal.

    Passive: Fortify
    Life Armor is increased by 4.
    Ability Cost: 5 Energy
    Ability Cooldown: 5 Seconds
    Effect:
    See Button Description.
    Transient: No
    Hotkey: T


    Ability Name: Intimidate
    Ability Button Description:
    Forces all enemies within the target area to attack the Infantry Stormtrooper for 15 seconds.

    Passive: Momentum
    Increases Movement Speed by 10%.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 8, 3 Radius
    Ability Filters: Ground
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: V

    Infantry Flamethrower
    Show Spoiler
    Biological, Armored, Heroic
    Unit Description:
    Infantry Flamethrowers are durable close-combat troops.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 80
    Shield regen: 1.5
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 3
    Movespeed: 2.35
    Sight Range: 8
    Weapon: Flamethrower
    Soundset: Firebat
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Heavy), Hold Fire, Reload


    Ability Name: Dry Heat
    Ability Button Description:
    (Toggle ON)
    Lowers the Movement and Attack Speed of units near the Infantry Flamethrower by up to 30%. This effect is based on distance.

    Dry Heat can affect allies.

    (Toggle OFF)
    Stop slowing nearby units.
    Ability Cost: 10 Energy to Activate
    Ability Cooldown: 10 Seconds (on end)
    Ability Range: 5 Radius
    Ability Filters: Ground, Air
    Effect:
    Units within a 1 radius are slowed by 30%.
    Units within a 2 radius are slowed by 20%.
    Units within a 3 radius are slowed by 10%.
    Units within a 4 radius are slowed by 5%.
    Transient: Yes
    Hotkey: Q


    Ability Name: Fireworks
    Ability Button Description:
    Creates explosions around the Infantry Flamethrower that deal 150 damage each. The Infantry Flamethrower does not take damage from these explosions.

    Fireworks can damage allies.
    Ability Cost: 20 Energy
    Ability Cooldown: 2 Seconds
    Ability Range: 2.5 Radius
    Ability Filters: Ground, Air
    Effect:
    Creates 6 explosions randomly placed around the Infantry Flamethrower that deal 150 damage in a 1.5 radius. Requires the Fireteam ability Heavy Infantry to be Level 2.
    Transient: Yes
    Hotkey: W


    Ability Name: Blowtorch
    Ability Button Description:
    (Toggle ON)
    Reduce the Flamethrower's projectile and weapon range to 1.

    Passive: Napalm Injection
    Damaged enemies take an additional 50 damage over 10 seconds.
    (Toggle OFF)
    Return the Flamethrower's projectile and weapon range to normal.

    Passive: Napalm Injection
    Damaged enemies take an additional 50 damage over 10 seconds.
    Ability Cost: 10 Energy
    Ability Cooldown: 4 Seconds
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: F


    Ability Name: Heat Treatment
    Ability Button Description:
    Converts 50% of damage dealt into Shields for 10 seconds.

    Passive: Block
    Shield Armor is increased by 3.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: T


    Ability Name: Burn!
    Ability Button Description:
    Deals 20 damage per second to a single Enemy. For each second the ability is active, the damage per second increases by 2.

    Passive: Pyromaniac
    Dealing damage restores 1 Energy per unit damaged.
    Ability Cost: 50 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 4 casting range, 6 leash range
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V

    Infantry Machine Gunner
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Machine Gunners are effective at providing fire support.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Medium Machine Gun, 60 round Magazine
    Soundset: Warhound
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Heavy), Hold Fire, Reload


    Ability Name: Bipod
    Ability Button Description:
    (Toggle ON)
    Increases Critical Strike chance by 20%, but restricts movement.

    (Toggle OFF)
    Pack up, restoring the ability to move.
    Ability Cost: None
    Ability Cooldown: 4 Seconds (on end)
    Effect:
    While active, renders the Infantry Machine Gunner immobile but grants a 20% Critical Strike chance.
    Transient: No
    Hotkey: Q


    Ability Name: Clear Out
    Ability Button Description:
    Knock backs nearby units and stuns them for 2 seconds.

    Clear Out can affect allies.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Ability Range: 2.5 Radius
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Requires the Fireteam ability Heavy Infantry to be Level 2.
    Transient: Yes
    Hotkey: W


    Ability Name: Incendiary Rounds
    Ability Button Description:
    (Toggle ON)
    Adds 5 damage in a 1.5 radius to attacks.

    Incendiary Rounds can damage allies.

    Passive: Rapid Reload
    Increases Reload Speed by 30%.
    (Toggle OFF)
    Return attacks to normal.

    Passive: Rapid Reload
    Increases Reload Speed by 30%.
    Ability Cost: 10 Energy
    Ability Cooldown: 4 Seconds
    Effect:
    See Button Description. The bonus damage ignores armor.
    Transient: Yes
    Hotkey: F


    Ability Name: Stopping Power
    Ability Button Description:
    (Toggle ON)
    Removes Penetration damage, but reduces the target's Movement Speed by 1% when attacking, stacking up to 25%.

    Passive: Enfilade
    Dealing Critical Damage stuns the target for 0.1 Seconds.
    (Toggle OFF)
    Return attacks to normal.

    Passive: Enfilade
    Dealing Critical Damage stuns the target for 0.1 Seconds.
    Ability Cost: 10 Energy
    Ability Cooldown: 4 Seconds
    Effect:
    See Button Description. The slow effect lasts for one second.
    Transient: Yes
    Hotkey: T


    Ability Name: Tracer Fire
    Ability Button Description:
    (Toggle ON)
    Reveals the target unit to teammates when attacking, but reduces Attack Speed by 30%.

    Passive: Rangefinder
    Increases Weapon Range to 25.
    (Toggle OFF)
    Return attacks to normal.

    Passive: Rangefinder
    Increases Weapon Range to 25.
    Ability Cost: 10 Energy
    Ability Cooldown: 4 Seconds
    Effect:
    See Button Description. Reveal effect lasts for 2 Seconds.
    Transient: Yes
    Hotkey: V

    Infantry Scout
    Show Spoiler
    Biological, Light, Heroic
    Unit Description:
    Infantry Scouts are light reconnaissance troops.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 25
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 0
    Shield Armor: 1
    Movespeed: 2.5
    Sight Range: 12
    Weapon: Pistol
    Soundset: Specter
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Light), Hold Fire, Reload


    Ability Name: Sneak
    Ability Button Description:
    Run to the target location while invisible. Invisibility lasts for 4 seconds after arrival.
    Ability Cost: 15 Energy
    Ability Cooldown: 8 Seconds
    Ability Range: 6
    Ability Filters: Ground
    Effect:
    See Button Description. Does not confer a movement speed bonus, it just cloaks the Infantry Scout and issues a movement command.
    Transient: No
    Hotkey: Q


    Ability Name: Backpack
    Ability Button Description:
    Pick up the target item. Up to 3 items can be stored in the Backpack.
    Ability Cost: None
    Ability Cooldown: 4 Seconds
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description. Items stored in the Backpack are not subject to Weight. Requires the Fireteam ability Light Infantry to be Level 2.
    Transient: No
    Hotkey: W


    Ability Name: Empty Backpack
    Ability Button Description:
    Drops all currently held items in the Backpack.
    Ability Cost: None
    Ability Cooldown: 4 Seconds
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description. Auto-casts on death. Requires the Fireteam ability Light Infantry to be Level 2.
    Transient: No
    Hotkey: E


    Ability Name: Monofilament Grenade
    Ability Button Description:
    Deals 200 damage to all units in a 2.5 area and lowers their Movement Speed by 30% that decays over 10 seconds.

    Monofilament Grenades can damage allies.

    Passive: Ambush
    Increases Weapon and Ability damage by 100% for 5 seconds after Sneak ends.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 8
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: F


    Ability Name: Hide
    Ability Button Description:
    Become invisible, but restricts movement.

    Passive: Swift and Silent
    Increases Movement Speed by 10%.
    Ability Cost: None
    Ability Cooldown: 4 Seconds (on end)
    Effect:
    See Button Description. Is a channeled ability, and taking any action will end the effect.
    Transient: No
    Hotkey: T


    Ability Name: Surveillance Camera
    Ability Button Description:
    Place a camera that reveals an area for 4 minutes.

    Passive: Keen Eye
    Increases Detection by 8.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description. Camera is a cloaked 1 hitpoint unit with no pathing and a Sight Range of 8.
    Transient: No
    Hotkey: V

    Infantry Marksman
    Show Spoiler
    Biological, Light, Heroic
    Unit Description:
    Infantry Marksmen are long-range combat specialists.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 25
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 0
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 10
    Weapon: Marksman Rifle
    Soundset: Ghost
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Light), Hold Fire, Reload


    Ability Name: Focus Sight
    Ability Button Description:
    (Toggle ON)
    Increases forward sight range by 20 but reduces radial sight range to 1.

    (Toggle OFF)
    Return sight to normal.
    Ability Cost: None
    Ability Cooldown: 4 Seconds (on end)
    Effect:
    Creates a 30 degree cone reveal with a size of 20 that rotates to match the Infantry Marksman's rotation.
    Transient: Yes
    Hotkey: Q


    Ability Name: Aim
    Ability Button Description:
    Begin charging an attack against the target enemy.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 20 casting range, Global leash range
    Ability Filters: Ground, Air
    Effect:
    See Button Description. This ability is an uninterruptable channel. If the Infantry Marksman is stunned while Aim is active or the target unit dies, the ability ends and the charge is lost. Once activated, the button slot is overwritten by Snipe. Requires the Fireteam ability Light Infantry to be Level 2.
    Transient: No
    Hotkey: W


    Ability Name: Snipe
    Ability Button Description:
    Deal 500 damage to the targeted unit. Damage is increased by 50 for every second spent using Aim.
    Ability Cost: None
    Ability Cooldown: None
    Ability Range: Global
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Snipe does not have an upper limit and will continue gaining damage until cast.
    Transient: No
    Hotkey: W


    Ability Name: Rapid Fire
    Ability Button Description:
    Increases Attack Speed by 200% for 10 seconds.

    Passive: Shooting Gallery
    Attack Speed is increased by 25%.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: F


    Ability Name: Taser Round
    Ability Button Description:
    Stun the target unit for 0.25 seconds every second for 5 seconds.

    Passive: Disarm
    Attacking an enemy lowers their Attack Speed by 10%.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: T


    Ability Name: Mark Target
    Ability Button Description:
    Permanently reveals the target unit to you.

    Passive: Out of Nowhere
    Increases Weapon and Ability Damage by 1% for every 1 distance between the Infantry Marksman and the target.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Note that this only reveals the target to the Forward Observer player.
    Transient: Yes
    Hotkey: V

    Infantry Commando
    Show Spoiler
    Biological, Light, Heroic
    Unit Description:
    Infantry Commandos are elite troops that favor close combat.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 25
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 0
    Shield Armor: 1
    Movespeed: 2.4
    Sight Range: 10
    Weapon: Automatic Shotgun
    Soundset: Jim Raynor
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Light), Hold Fire, Reload


    Ability Name: Assault
    Ability Button Description:
    Increases Weapon Damage by 100%. This bonus decays by 10% every second.
    Ability Cost: 30 Energy
    Ability Cooldown: 20 Seconds
    Effect:
    See Button Description. This does not lower the Infantry Commando's damage after the initial bonus has expired.
    Transient: Yes
    Hotkey: Q


    Ability Name: Tether Grenade
    Ability Button Description:
    Causes ground units within an area to be unable to leave the area for 5 seconds.

    Tether Grenade can affect allies.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 8
    Ability Filters: Ground
    Effect:
    See Button Description. Exerts a pull effect similar to the Gravity Grenade when a unit attempts to leave the impact area. Requires the Fireteam ability Light Infantry to be Level 2.
    Transient: No
    Hotkey: W


    Ability Name: Crowd Control
    Ability Button Description:
    Deals 100 damage in a cone. Damage is increased by 25 for each unit hit by the ability.

    Crowd Control can damage allies.

    Passive: Killing Time
    Killing an enemy loads 1 shell into the active magazine.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 4 range, 30 degree cone
    Ability Filters: Ground, Air
    Effect:
    Deals 100 damage in a cone. Damaged units deal 25 damage in a 6 radius that only applies to units hit by the initial damage effect. Killing Time cannot exceed the Magazine's standard maximum capacity.
    Transient: Yes
    Hotkey: F


    Ability Name: Exit Strategy
    Ability Button Description:
    Stuns nearby units for 5 seconds.

    Exit Strategy can affect allies.

    Passive: Escape Plan
    Movement Speed is increased by 2% for every missing 1% Maximum Health.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: T


    Ability Name: Ripper
    Ability Button Description:
    Attack the target unit with a 1000% Attack Speed bonus.

    Passive: Jazz Hands
    Increases Reload Speed by 30%.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    Forces an attack order on the target unit with a 1000% Attack Speed bonus. The Attack Speed bonus is removed when the Infantry Commando reloads.
    Transient: No
    Hotkey: V
    Last edited: Jul 20, 2015
    • Like Like x 1
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    MOBILE INFANTRY STATS (CONTINUED)
    Because I hit the Character Limit twice.

    Infantry Grenadier
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Grenadiers can fire explosives rapidly but lack a main weapon.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Grenade Launcher (no autoattack)
    Soundset: Tychus Findlay
    Unit Commands: NOTD Stop, Sprint, Jump (Medium)


    Ability Name: Rolling Thunder
    Ability Button Description:
    Deals 150 damage per second in a 3.5 radius for 5 seconds.

    Rolling Thunder can damage allies.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: Q


    Ability Name: The Stub
    Ability Button Description:
    Deals 1000 damage to the first unit hit in a line.

    The Stub can damage allies.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: W


    Ability Name: Long Shot
    Ability Button Description:
    Deals 100 damage in a 3.5 radius. Grenade damage is increased by 100 for each 1 distance traveled.

    Long Shot can damage allies.

    Passive: Express Package
    Increases Ability Range by 10.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 25 (with Express Package)
    Ability Filters: Ground, Air
    Effect:
    See Button Description. "Damage traveled" refers to the projectile, not the unit.
    Transient: No
    Hotkey: F


    Ability Name: Tesla Grenade
    Ability Button Description:
    Deals 100 damage to units within a 2.5 radius. Damage bounces to nearby units up to 3 times.

    Tesla Grenade can damage allies.

    Passive: Shake the Ground
    Damaging a unit lowers its Movement Speed by 20% for 3 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: T


    Ability Name: Screaming Eagle
    Ability Button Description:
    Fire a projectile in a line that deals 750 damage in a 3.5 radius when manually detonated.

    Screaming Eagle can damage allies.

    Passive: Followup
    Reduces the Energy Cost and Cooldown of abilities by 5.
    Ability Cost: 15 Energy (with Followup)
    Ability Cooldown: 15 Seconds (with Followup)
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V

    Infantry Demolitions
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Demolitions are experts in the art of booby trapping.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Pump Shotgun
    Soundset: Marauder
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: Claymore Mine
    Ability Button Description:
    Deals 250 damage in a cone when an enemy passes into the inner radius of the cone or when explosive damage is dealt. Cone is oriented based on the Infantry Demolitions' rotation during placement.

    Claymore Mines can damage allies.
    Ability Cost: 15 Energy
    Ability Cooldown: 15 Seconds, 3 Charge Maximum
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description. Damage effect is a 90 degree cone with a 3.0 length, activation range is a 45 degree cone with a 1.5 length. Damage effect's area is the only one shown.
    Transient: No
    Hotkey: Q


    Ability Name: Bouncing Betty
    Ability Button Description:
    Launches a grenade directly upwards that deals 400 damage in a 3.5 radius on landing. Activates when a unit passes within a 0.5 radius or when explosive damage is dealt.

    Bouncing Betty can damage allies.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds, 3 Charge Maximum
    Ability Range: 15
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Note to self: Use UA3's Grenade Mover.
    Transient: No
    Hotkey: W


    Ability Name: Mortar
    Ability Button Description:
    Deals up to 500 damage in a 3.0 radius.

    Mortar can damage allies.

    Passive: Bomb Bag
    Reduces the cooldown of Trip Flare and Bouncing Betty by 5 Seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 30
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Deals 500 damage in a 1.0 radius.
    Deals 300 damage in a 2.0 radius.
    Deals 100 damage in a 3.0 radius.
    Note to self: Use UA3's Grenade Mover.
    Transient: No
    Hotkey: F


    Ability Name: Firewall
    Ability Button Description:
    Creates a burning barrier for 20 seconds that deals 20 damage per second and lowers Movement Speed by 40%.

    Firewall can damage allies.

    Passive: This Might Get Loud
    Explosions stun damaged units for 0.25 Seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 10
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Firewall has a length of 4 and a width of 1.0 and rotates oriented horizontally relative to the Infantry Demolitions.
    Transient: No
    Hotkey: T


    Ability Name: Vortex Charge
    Ability Button Description:
    After a 4 second timer, deals 250 damage to units within a 3.0 radius and pulls nearby units to the center of the explosion.

    Vortex Charge can damage allies.

    Passive: Blast Radius
    Increases the Area of Effect radius of abilities by 1.0.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Energy
    Ability Range: 10
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V

    Infantry Fusilier
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Fusiliers are equipped with missile launchers to provide heavy firepower.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Assault Rifle
    Soundset: Thor
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: Cerberus Missiles
    Ability Button Description:
    Launches three missiles in quick succession that deal 300 damage in a 4.0 radius.

    Cerberus Missiles can damage allies.
    Firing creates backblast that deals 100 damage immediately behind the Infantry Fusilier.

    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Missiles are launched with a 0.5 second delay between them, with each launch causing the backblast effect.
    Transient: No
    Hotkey: Q


    Ability Name: Seeker Missile
    Ability Button Description:
    Launches a missile that tracks to a target, dealing 400 damage in a 2.5 radius on impact.

    Seeker Missile can damage allies.
    Firing creates backblast that deals 100 damage immediately behind the Infantry Fusilier.

    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: W


    Ability Name: Party Missiles
    Ability Button Description:
    Launch a salvo of 10 miniature missiles that deals 50 damage in a 3.0 radius in a line.

    Party Missiles can damage allies.
    Firing creates backblast that deals 100 damage immediately behind the Infantry Fusilier.

    Passive: Fragment Scavenger
    Killing an enemy restores 2 Energy and reduces any active Cooldowns by 2 seconds.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description. The first missile is placed in the center of the casting area, with each missile afterwards placed 0.5 distance beyond that. All missiles are fired at the same time, but only generate one instance of the backblast effect.
    Transient: No
    Hotkey: F


    Ability Name: Hive Missile
    Ability Button Description:
    Fires a missile that hovers in the target location for 10 seconds, firing up to 6 Hornet Missiles that deal 100 damage in a 1.5 radius at enemies that pass within a 3.0 radius.

    Hornet Missiles can damage allies.

    Passive: Safety Chute
    Firing missiles no longer generates backblast.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Energy
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Hornet Missiles track to targets. If the Hive Missile fires all of its Hornet Missiles, it dies early. The Hornet Missile exploding does not deal damage.
    Transient: No
    Hotkey: T


    Ability Name: Plasma Missile
    Ability Button Description:
    Launches a missile that causes all units within a 4.0 radius to be struck by a plasma sphere that deals 150 damage in a 2.0 radius.

    Plasma Missile can damage allies.
    Firing creates backblast that deals 100 damage immediately behind the Infantry Fusilier.

    Passive: Missile Massacre
    Increases the effect radius of all missiles and missile effects by 1.0.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Energy
    Ability Range: 20
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Plasma Missile is exempt from the Missile Massacre upgrade.
    Transient: No
    Hotkey: V

    Infantry Medic
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Medics can restore lost hitpoints and provide defensive support.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Pistol
    Soundset: Medic
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: First Aid
    Ability Button Description:
    Instantly restores 10 hitpoints to the target unit.
    Ability Cost: 5 Energy
    Ability Cooldown: 5 Seconds
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: Q


    Ability Name: Cure
    Ability Button Description:
    Removes randomly chosen Ailment on the target unit.
    Ability Cost: 8 Energy
    Ability Cooldown: 8 Seconds
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: W


    Ability Name: Muscle Relaxant
    Ability Button Description:
    Increases the target unit's Weapon Damage by 10% and Weapon Range by 2 for 20 seconds.

    Passive: Combat Medic
    Increases the Pistol's range by 4.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description. Weapon Range increase does not apply to Flamethrowers and melee weapons.
    Transient: Yes
    Hotkey: F


    Ability Name: Preventative Treatment
    Ability Button Description:
    Restores up to 50 points of lost Shields on the target unit.

    Passive: Outpatient Care
    Abilities also restore 15 hitpoints over 15 seconds.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description. Can only restore lost shields, not increase shields beyond their maximum.
    Transient: Yes
    Hotkey: T


    Ability Name: Stimulant
    Ability Button Description:
    Increases the target's Movement and Attack Speed by 20% for 20 seconds.

    Passive: Doctor Bag
    First Aid can be auto-cast and Cure removes an additional ailment.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: V

    Infantry Engineer
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Engineers can deploy a customizable drone that can support allied units.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Sub Machine Gun
    Soundset: Rory Swann
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: Wingman Drone
    Ability Button Description:
    Directs the Engineer's Wingman Drone to support the target unit. The Wingman Drone can repair Short Circuits every 30 seconds.
    Ability Cost: 10 Energy
    Ability Cooldown: 10 Seconds
    Ability Range: 10
    Ability Filters: Ground, Air, Allied
    Effect:
    See Button Description. The Wingman Drone is invulnerable, non-selectable, and has no collision. The Wingman Drone only cures Short Circuits on the host unit. If the host unit dies, the Wingman Drone will automatically return to the Infantry Engineer. The Infantry Engineer is the default target for the Wingman Drone.
    Transient: Yes
    Hotkey: Q


    Ability Name: Arc Flash
    Ability Button Description:
    Destroy's the target's Energy reserves and deals damage equal to the amount of Energy destroyed.
    Ability Cost: 30 Energy
    Ability Cooldown: 30 Seconds
    Ability Range: 5
    Ability Filters: Ground, Air
    Effect:
    See Button Description.
    Transient: No
    Hotkey: W


    Ability Name: Deconstructors
    Ability Button Description:
    Releases a wave of 12 miniature drones that reduce the armor of the first unit they come in contact with by 1 for 15 seconds. This effect stacks.

    Deconstructors can affect allies.

    Passive: Gunner Drone
    Equips the Wingman Drone with a light armament. The Wingman Drone will attack the same unit the host is attacking.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 8, 40 degree cone
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Deconstructors handle like Nazeebo's Plague Toads. The Wingman Drone's gun is a copy of the Pistol with 20 range and no Ammo Consumption.
    Transient: No
    Hotkey: F


    Ability Name: Static
    Ability Button Description:
    The target unit lowers the Movement Speed of units within a 4 radius by 20% for 10 seconds.

    Static can affect allies.

    Passive: Scout Drone
    The Wingman Drone gains altitude, revealing and detecting the area around the host.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 8
    Ability Filters: Ground, Air
    Effect:
    See Button Description. Static does not slow the target, just units around the target. Scout Drone's reveal/detection effect is 8 radius, is "air vision", and is visible to both the Forward Observer player and the unit that is targeted by the Wingman Drone.
    Transient: Yes
    Hotkey: T


    Ability Name: Overcharge
    Ability Button Description:
    Increases the target's Energy Regeneration by 2 for 20 seconds.

    Passive: Strike Drone
    The Wingman Drone fires a laser at nearby enemies periodically.
    Ability Cost: 50 Energy
    Ability Cooldown: 30 Energy
    Ability Range: 1.5
    Ability Filters: Ground, Air, Biological
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: V

    Strike Laser
    Damage:
    50
    Attack Speed: 4
    Armor Reduction: 0
    Range: 20
    Fire on the move: Yes

    Infantry Sapper
    Show Spoiler
    Biological, Heroic
    Unit Description:
    Infantry Sappers can construct basic field defenses.
    Hitpoints: 150
    Hitpoint regen: 0.25
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.38
    Sight Range: 8
    Weapon: Pump Shotgun
    Soundset: SCV
    Unit Commands: Attack, NOTD Stop, Sprint, Jump (Medium), Hold Fire, Reload


    Ability Name: Forcefield Node
    Ability Button Description:
    Places a node that creates a 200 hitpoint barrier when activated.

    Forcefields can block allied units.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description. Once the Node itself is placed, the button is overwritten by Activate Forcefield.
    Transient: No
    Hotkey: Q


    Forcefield Node
    Mechanical
    Unit flags: Benign, Non-selectable, Targetable, no collision
    Hitpoints: 10
    Sight Range: 0


    Ability Name: Activate Forcefield
    Ability Button Description:
    Creates a 2.0 radius 200 hitpoint barrier at the Forcefield Node's location.

    Forcefields can block allied units.
    Ability Cost: 10 Energy
    Ability Cooldown: 10 Seconds
    Ability Range: Global
    Effect:
    See Button Description.
    Transient: No
    Hotkey: Q


    Forcefield Barrier
    Armored
    Unit flags: Non-selectable, Targetable
    Hitpoints: 200
    Unit Radius: 2.0


    Ability Name: Demolition Charge
    Ability Button Description:
    Attaches an explosive to the target unit that detonates after 10 seconds, dealing 500 damage to the target and 200 damage to all units in a 2.0 radius.

    Demolition Charge's splash damage can damage allied units.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Seconds
    Ability Range: 1.5
    Ability Filters: Ground
    Effect:
    See Button Description.
    Transient: No
    Hotkey: W


    Ability Name: Defense Turret
    Ability Button Description:
    Places an automated turret that attacks nearby enemies. Only one Defense Turret may be active at a time.

    Passive: Combat Construction
    Increases Ability Damage by 25%. This applies to the Defense Turret's damage.
    Ability Cost: 25 Energy
    Ability Cooldown: 25 Seconds
    Ability Range: 1.5, 1x1 Build Grid
    Ability Filters: Ground
    Effect:
    See Button Description. The Defense Turret persists if a different Combat Command is applied to the Infantry Sapper.
    Transient: No
    Hotkey: F


    Defense Turret
    Armored, Mechanical
    Unit flags: Non-selectable, Targetable
    Hitpoints: 100
    Hitpoint regen: 0
    Armor: 2
    Sight Range: 8
    Weapon: Assault Rifle (non-reloading)


    Ability Name: Sandbags
    Ability Button Description:
    Deploys a 1x1 sandbag barricade at the target location. Sandbags will be ignored by enemies unless they block progress to players. Up to 3 Sandbags may be active at a time.

    Passive: Sturdy Materials
    Buildings regenerate 2 hitpoints per second.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 1.5, 1x1 Build Grid
    Ability Filters: Ground
    Effect:
    See Button Description. Sandbags persist if a different Combat Command is applied to the Infantry Sapper.
    Transient: No
    Hotkey: T


    Sandbag
    Armored
    Unit flags: Non-selectable, Targetable
    Hitpoints: 200
    Hitpoint regen: 0
    Armor: 4


    Ability Name: Snare Trap
    Ability Button Description:
    Places a trap that snares all units within a 2.5 radius for 5 seconds when triggered by a unit passing within 1.0 radius of it.

    Passive: Long-range Construction
    Increases the Ability Range of the Infantry Sapper's abilities by 5.
    Ability Cost: 20 Energy
    Ability Cooldown: 20 Energy
    Ability Range: 1.5 (6.5 with Long-range Construction)
    Ability Filters: Ground
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V
    Last edited: Jul 30, 2015
    • Lovely Lovely x 1
  4. Khorne25

    Khorne25 Member

    Disappoint there is no Stalin God of War quote about artillery.

    Will actually give constructive feedback in a bit once Ive finished :p
  5. Stereo
    • Development Team

    Stereo Paper Boy

    When you said that this would be revealed either tonight or tomorrow, I was not expecting this.

    When you said that it was the bottom right, I was not expecting this. Good luck to the people who want to play this class. It looks fantastic, but you were not kidding.

    Move over Commando, a new king has arrived. And this one will take longer than 5 seconds to learn.

    Edit: Also, no orbital flare? );
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    [​IMG]

    Nope. Was gonna add it, decided against it. Gives the Recon more of a role.
    Last edited: Jul 19, 2015
  7. Arturia

    Arturia Well-Known Member

    Specialized Ammunition Ability Button Descriptions all refer to Armor-Piercing Shells rather than the Respective HE / Metal Storm shells.

    Though Rods from God seem overwhelming initially, I think Overwatch is more likely to prove to be better. If you have a stationary Target, 3 Rods of God or 1 Overwatch Armor Piercing will deal the same amount of damage, just over different amounts of time.

    The primary issue I see is Overwatch generating a perpetual horde of enemies, since it would fire a large quantity of shells and is sustainable.

    My current question is, what happens if an enemy passes through the Overwatch area of effect? Considering the shells come 6 seconds after the target is initially designated, it is entirely possible for something to pass through the strike zone. So would the shells still strike the enemy despite that fact?

    Onto Infantry: How many Infantry can you initially have on the field at once and what is the Maximum? Since I didn't see a base-line, it currently only looks like 4 infantry can be deployed.

    How would double-tap affect SMG Infantry Riflemen? Do their shots hit 4 times instead of 2 times?

    What is stopping a victory fleet of MMG? No joke, but 3 Riflemen and 1 Machinegunner seems like it would provide potent lazy DPS.

    Is there a way to change Infantry out without having to kill them?

    Also, you totally left Infantry Medic out of the picture.
  8. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Whoops! I'll get that fixed.

    Rods are burst damage, so they're more suitable for a bossfight. Overwatch CAN be used for bossfights, but as you've noted, Rods will do so much faster.

    Yep.

    You get 1 from Infantry Rifleman, 1 from each Specialist ability in Tier 2, and 1 from the Tier 3 you choose. So you go from 1 to 4.

    Yes, if they're in range for the double tap effect.

    Nothing. If you want to do that, that's your decision to make.

    Nope.

    I somehow accidentally deleted the entire Medic section when updating it. Thanks to Revision History, it's back.
    Last edited: Jul 19, 2015
  9. squish

    squish Well-Known Member

    Holy shitballs, Kith.

    Like, what the actual fuck.

    This I like. I don't have any nitpicks currently. Like, not even with the cooldowns or anything. Nice work.

    Edit: You manage to capture the burning hate of a dude with a radio, and did it without needing many buttons to click with the old, clunky UI. Color me impressed.
  10. EdowardoLMP

    EdowardoLMP Well-Known Member

    The command card finds this offensive.
  11. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    [​IMG]

    This graph demonstrates the general play requirements for the classes in NOTD 2. As you go further along the Class Types, they become more and more complex. This also raises difficulty, because the more complicated a class is, the more difficult it is to play it effectively. As you can see by the graph, when you get to the Caster types, there's a significant jump in difficulty - this is because, usually, they're the weirdest ones with the most non-standard playstyles.

    The Tier that a class is located in acts like a multiplier for both its complexity and its difficulty. As you can see represented by the Tier 2 line, it is based on the Tier 1 line, and therefore structured similarly. However, the difference is in the Psi Ops - because the Demolitions was a step above the other characters, the multiplying effect of Tier 2 caused a greater jump because there was more to multiply. The Tier 3 line tells mostly the same story, it's just that the Forward Observer's jump is so much larger than everyone else's because it was multiplying the Psi Ops'.

    So yeah, that's exactly what.

    Hooray.

    The original mission statement of the Forward Observer redesign for NOTD 2 was to completely do away with text commands and extraneous UI elements. The original design accomplished this, but it also had a myriad of other problems:
    • Artificial limits on both trees, while balanced mechanically, were essentially fake difficulty that resulted in an undesirable experience. Both trees required either a great deal of conservative play or a lot of metagaming knowledge - if you ran out of your given Special Resource™, be they Infantry Reserves or Artillery Shells, you would be effectively useless for the rest of the game. Misusing resources in NOTD 2 is already punished by wasting Energy or damaging allies, it's not necessary to add in an additional punishment.
    • In both trees, it was possible to spend three Talent Points and achieve absolutely nothing. Command Relay and Equipment Upgrade conferred no bonuses outside of affecting the other abilities in the tree. As I have become more proficient at working the two-tree system, I have come to realize that this is a huge no-no. Both of the aforementioned abilities were in Tier 1, so a player could potentially spend six Talent Points and have nothing to show for it. It's common sense that a player would want to go for the abilities that would actually allow them to do something, but common sense doesn't account for misclicks or trolling. Granted, the Combat Command ability doesn't do a whole lot if the player doesn't have Infantry available to use it on, but at the very least the Forward Observer can use it on themselves, and that's something.
    • The Fire Support tree had too many upgrades and not enough choices. The concept of swapping shell types for the barrage abilities was a major improvement, but ultimately it didn't make the player think enough. So many of the abilities were focused on making the barrages more usable or effective that the player didn't have any major decisions to make in terms of leveling.
    • The Hydra Gunship was both poorly designed and poorly balanced. It required an excessive amount of micromanagement to get the most out of it, which was a fairly significant contrast to the rest of the tree. Additionally, it was designed for the purpose of having a method of bypassing the limited amount of Artillery Shells the player had available to them, which meant that it was basically the only viable option for players low on Artillery Shells.
    • The Infantry Support tree, as versatile as it was, was not nearly as versatile as it needed to be. When you've got an endgame limit of four additional units and you've only got 5 to choose from, that doesn't make for a whole lot of different group compositions. Equipment Upgrade provided additional functions rather than expanding potential options, meaning that the Infantry didn't necessarily do more, they just did better. While "better" is nice, "more" is what makes versatility happen.
    • The Infantry abilities were too straightforward and underwhelming. There are a lot of reasons for this: the Forward Observer's original concept placing them in Tier 2, my reliance on Infantry Reserves as a balancing factor, and general inexperience on my part. My original thought process was that the Infantry should be moderately easy to keep track of due to NOTD 2 being focused on single-unit gameplay and the Infantry Support tree being designed around managing up to 5 units at one time. However, the reality of the situation is that microing four additional units really isn't that hard when all of their abilities were so simple and when the main unit doesn't really need to do anything beyond keeping themselves alive and maybe hitting reloads on time.

    Now, ideally, I have addressed all of these issues with this behemoth of a project, but theorycraft and live testing aren't the same kind of banana. While I'm fairly proud of the Forward Observer 2.0, I'm still well aware that there's stuff I may not have considered and I'm still open to feedback.
  12. MissHumpz
    • Event Coordinator
    • Community Leader

    MissHumpz NOTD Staff: Event Coordinator & Amazing Amazer

    For the love of God Kithels stay off the drugs please.

    I'm really looking forward to seeing how much of this can actually be implemented ;)
  13. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    All of it. I made sure each and every part was possible before finalizing it.
  14. just Wow, i guess it will need months to learn, but will be fun to play. Cant wait to take em for a test run
  15. RoboMonkey

    RoboMonkey Well-Known Member

    ......... there is only one way I can express my joy for this post.........
    *MASSIVE, EAR DESTROYING, FAN GIRL SCREAM*
    OMG KITHY, YOU ARE MY NEW GOD... TY SO MUCH I CANT WAIT TO PLAY WITH THE NEW FO!


    Also... lets face it... I'm gonna become the best NOTD2 FO Mini Player of all time with these kinda builds :D

    GG writing the player guide for this guy is basically gonna take a month, XD
    • Butt Butt x 1
  16. Stereo
    • Development Team

    Stereo Paper Boy

    Hey Kith, I think Robo loves yo- it. I mean the new FO.
  17. RoboMonkey

    RoboMonkey Well-Known Member

    Well wtf do you expect... kith basically made my fav class with trees that have over 400 build permutations. So now, in a sense and litterally, it can deal with a shit ton of situations.

    So in a nutshell, KITH IS AWESOME AN HAS RE-IGNITED MY DESIRE TO MAKE ARTWORK FOR NOTD :D
  18. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Glad you like it.
  19. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    No additional input from my side apart from those covered above. It's well thought out, and let's take this further with live play testing to refine and balance.
  20. RoboMonkey

    RoboMonkey Well-Known Member

    Someone send me a PM if you'd like some help with testing and feedback. Couldn't hurt to get some input from an experienced/devoted fanatical FO player.

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