Forward Observer Rework: The "Kith Screwed Up" EditionAlternately: The pitter-patter of tiny feet So people have had a major problem with the FO Minis and how killwhore-y they are or something. I don’t know. This prompted me to examine the minis a little more closely, and an epiphany hit me that allowing three of the FO’s minis at Tier 1, regardless of configuration, was kind of dumb. What also hit me was that the minis were supposed to be casters and all of this DPS increasing nonsense on the Marksman was misplaced. Then it hit me that, after taking a step back and looking at all of it, I really don’t know what the hell I was thinking originally. The biggest problem with the FO’s minis is that they are way too powerful, way too fast, and once they’re on the field, they’re kind of easy to handle. That’s dumb. I was wrong and had absolutely no idea what I was thinking at the time. Here’s a fix. Skill descriptions and basics: Tier 1 Mobile Infantry The Forward Observer calls in a basic Mobile Infantry Marine to support him on the field. Marines are capable combatants and, once upgraded, can be equipped with a variety of tools to handle almost any situation. Only one Mobile Infantry can be under the Forward Observer’s control by leveling this skill. The Forward Observer has a total of 9 Mobile Infantry that can be summoned throughout the game, and this amount cannot be replenished. Level 1: General purpose infantry Marines become available for call-in. Level 2: Marines gain Stimpacks that increase their attack and movement speeds. Level 3: Marines gain Fragmentation Grenades. Equipment Upgrade The UGC Mobile Infantry have basic equipment, but upgrades can be administered to allow them to more effectively handle threats on the battlefield. Level 1: Improves the Mobile Infantry’s first ability Level 2: Grants the Mobile Infantry unique passive bonuses Level 3: Improve the Mobile Infantry’s second ability Tier 2 Flamethrower Infantry The Forward Observer can call in a heavily armored Mobile Infantry Flamethrower to augment his forces with a close combat specialist. Leveling this skill increases the amount of Mobile Infantry that the Forward Observer can have active by 1. Only one Flamethrower can be active at any time. Level 1: Heavy infantry Flamethrowers become available for call-in that can use Hotfoot to increase their close combat power. Level 2: Flamethrowers gain Incendiary Grenades. Marksman Infantry The Forward Observer can call in a lightly armored Mobile Infantry Marksman to augment his forces with a defensive long-range combat specialist. Leveling this skill increases the amount of Mobile Infantry that the Forward Observer can have active by 1. Only one Marksman can be active at any time. Level 1: Sniper infantry Marksmen become available for call-in that can use Dance! to slow oncoming enemies. Level 2: Marksmen gain Smoke Grenades. Tier 3 Dogs of War The Mobile Infantry gain access to various specialist equipments, increasing their versatility and effectiveness by leaps and bounds. Marines gain the TSG “Two Step Goodbye” disposable rocket launcher for armored targets, Flamethrowers gain improved shield capacitors and are able to perform the “Shield Buster” maneuver, and Marksmen gain “Big Sting” specialist ammunition that is useful for destroying body armor. Level 1: The Mobile Infantry gain various abilities. OTIS WUZ HEER NOTD2 SNEEK PEEK!!! Variant Tier 3: Healing Hands The Forward Observer can call in a Corpsman medical specialist to augment his forces with a healer. Leveling this skill increases the amount of Mobile Infantry the Forward Observer can have active by 1. Only one Corpsman can be active at any time. Level 1: Medical infantry Corpsmen become available for call-in. Unit and Ability stuff Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Forward Observer Abilities: Marine Call In Active: 50 energy cost, 30 second cooldown Marines are basic all-purpose combatants that are armed with a GPR-12. They are considered the backbone of any infantry squad. Marksman Call In Active: 50 energy cost, 60 second cooldown Marksmen are disabling sniper-spotters that are armed with a M-45 Marksman Rifle. They are useful in long-range combat and area control, but are fragile. Flamethrower Call In Active: 50 energy cost, 60 second cooldown Flamethrowers are heavy close combat fighters that are armed with a MK-3 Flamethrower. They are extremely powerful in close quarters but cannot attack air units. - NOTD2 ONLY - Corpsman Call In Active: 50 energy cost, 60 second cooldown Corpsmen are medically trained soldiers that are armed with a P-45 Gauss Pistol. They are good at supporting troops defensively through healing but lack offensive power. Unit Stats: Marine Biological, Light Health: 150 Armor: 2 Shields: 20 Shield Armor: 1 Movespeed: 2.25 Sight: 8 Weapon: GPR-12 (player version, not mini version) Abilities: Stimpack - Q Active: 10 health cost, 10 second cooldown Increases movement and attack speed by 25% for 10 seconds. Fragmentation Grenade – W Active: 25 second cooldown, 10 range Fires a Fragmentation Grenade at an area. Deals 75 damage (+10 vs Light) in a 1.5 radius. Two Step Goodbye – R Active: 120 second cooldown, 15 range Fires the TSG disposable rocket launcher at an area. Deals 800 (+200 to Armored) damage to all units in a 0.5 radius. Equipment Upgrade Improvements Level 1: Stimpack no longer costs health. Level 2: GPR-12 gains 0.5 splash radius. Level 3: Increases Fragmentation Grenade's damage to 100 +30 vs Light. Marksman Biological, Light Health: 100 Armor: 0 Shields: 10 Shield Armor: 0 Movespeed: 2.25 Sight: 12 Weapon: M45 Marksman Rifle (player version, not mini version) Abilities: Dance! – Q Active: 20 second cooldown, 20 range Repeatedly fires at a single target, slowing their movement speed by 30%. Lasts until interrupted or until target dies. The Marksman deals 60% less damage and has 30% increased attack speed during Dance! Smoke Grenade – W Active: 40 second cooldown, 12 range Throws a smoke grenade at target area, slowing the movement and attack speed of all units within by 15% in a 3 radius for 15 seconds. Big Sting – R Active: 10 second cooldown, 20 range Shoots a single target, dealing 60 damage (+20 to Heroic) and lowering its armor by 5 for 10 seconds. Equipment Upgrade Improvements Level 1 – None (technically it upgrades Dance!, but Level 1 EU is required to get to Tier 2, so it comes pre-upgraded) Level 2 – Increases Marksman sight range by 3 and weapon range by 3. Level 3 – Improves the Smoke grenade’s slow to 30%. Flamethrower Biological, Armored Health: 200 Armor: 4 Shields: 50 Shield Armor: 2 Movespeed: 2.45 Sight: 6 Weapon: MK-3 Flamethrower (player version, not mini version) Abilities: Hotfoot – Q Toggle, 10 second cooldown While active, deals 10 damage per second to all units within a 2 radius, but reduces movespeed by 30%. Incendiary Grenade – W Active: 30 second cooldown, 8 range Deals 35 damage in a 2 radius. Enemies struck by the explosion take 10 damage per second for 10 seconds and have their attack speed slowed by 15%. Shield Buster - R Active: 180 second cooldown The Flamethrower overloads his shield capacitors, dumping all of his suit's energy into them and supercharging them with 50 additional shield capacity and 10 shield armor for 10 seconds. After 10 seconds, the overcharged shields shatter, exploding outward and stunning all units within a radius of 2 for 3 seconds. Shield Buster depletes all available shields and inflicts a Short Circuit on the Flamethrower upon completion. Equipment Upgrade Improvements Level 1 – None (technically it upgrades Hotfoot, but Level 1 EU is required to get to Tier 2, so it comes pre-upgraded) Level 2 – Increases Flamethrower armor by 4. Level 3 – Improves the Incendiary Grenade’s radius to 3, increases the damage over time to 12, and increases the attack speed slow to 20%. - NOTD2 ONLY - Corpsman Biological, Light Health: 150 Armor: 2 Shields: 20 Shield Armor: 1 Movespeed: 2.25 Sight: 8 Weapon: P-45 Gauss Pistol Abilities: Heal – Active, 3 range Heals 3 health per second on target allied unit. First Aid – Active, 10 second cooldown, 3 range Removes a random ailment from the target allied unit. Equipment Upgrade Improvements Level 1 – None (technically it upgrades Heal, but Level 1 EU is required to get to Tier 2, so it comes pre-upgraded) Level 2 – Increases Heal to 5 health per second. Level 3 – Reduces First Aid’s cooldown to 5 seconds. Concepts Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler NO MORE EQUIPMENT SWAPPING You heard that right. If you call in a specialist, you’re stuck with it ‘til it dies. Same goes for minis. This will increase the micro requirements enormously if you want to get the most out of your three different minis. If you don’t want to micro three different units, there’s always triple Marine. If it’s NOTD2, you could even get a fourth Marine by grabbing Healing Hands, although I wouldn’t really advise it considering that said Marines wouldn’t have access to Two Step Goodbye. NO MORE TRIPLE SPECIALIST The only MI type that is not restricted is the standard Marine. NO MORE 3 MI AT TIER 1 I think this is the most important change out of all of ‘em. You can only get 1 MI from Tier 1, and you can increase that by leveling the two Specialist abilities. This should slow the FO’s leveling and kill rate significantly, and also put a dampener on the stupid and awful “three MI, full arty” tactic. WTF IS A VARIANT TIER 3? NOTD2 thing. All classes will be updated with Variant Tier 3s to expand class choices. These function by being “either or” options – for instance, with the Forward Observer, you can choose Dogs of War or Healing Hands, but not both. EQUIPMENT UPGRADE NOTIFIER Each Mobile Infanty unit should come with an icon in their command card that notifies what level of Equipment Upgrade is currently being applied and what other levels grant (albeit grayed out so it's clear that they are not currently being applied). Examples of tooltips with the various Mobile Infantry: Marine with EU Level 1 Equipment Upgrade: Marine Level 1: Stimpack no longer costs health. Level 2: GPR-12 gains 0.5 splash radius. Level 3: Increases Fragmentation Grenade's damage to 100 +30 vs Light. Marksman with EU Level 2 Equipment Upgrade: Marksman Level 1 – Grants "Dance!" ability. Level 2 – Increases Marksman sight range by 3 and weapon range by 3. Level 3 – Improves the Smoke grenade’s slow to 30%. Flamethrower with EU Level 3 Equipment Upgrade: Flamethrower Level 1 – Grants "Hotfoot" ability. Level 2 – Increases Flamethrower armor by 4. Level 3 – Improves the Incendiary Grenade’s radius to 3, increases the damage over time to 12, and increases the attack speed slow to 20%. As you can see, even if the player does not have the appropriate level of Equipment Upgrade, they can still see what upgrades they can get later by checking that notifier . This is to reduce the amount of clutter in the ability tree itself, considering that EU directly effects nine different things on three different units (11 with NOTD2 and the Corpsman). WEAPON MODS Yes, weapon mods apply to the minis, but only at a 50% rate. I.E., if you take 5% bonus damage, the minis get 2.5% bonus damage.