Alright, so, let's get started. The Forward Observer has some design issues, in that he ends up doing the same thing regardless of what tree he goes. For Artillery, he's got massive AOE damage. For Air Support, he gets minis and... massive AOE damage. This is kind of a problem. Both trees ultimately end up doing the same thing, and the Air Support FO is generally seen as better because his minis have more utility (meatshields, DPS increase that doesn't murder allies, so on and so forth) and he ends up getting AOE damage anyways in the form of Air Strike and Gunship. So I did that thing that I do and here's the Forward Observer with all of the crazy AOE damage in the left tree and the right tree being something like the lovechild of the current Air FO and the Squad Leader concept. Without further ado, I proudly present to you... FUREH FRUM DA SKIES Kith's Forward Observer Reworknew and improved Innates Artillery Flare – Active: 10 energy, 10 second cooldown, 30 second duration Drops a single flare in a random location within a 7 radius of target area. Adept – Passive The Forward Observer has hotwired a few cars in his youth and knows how to activate the turrets. Custom HUD – Passive The Forward Observer has jammed computer chips into his eyes and can see the Matrix. Has access to a custom HUD so he can control Infantry loadouts and shells per barrage for Fire Mission. Right tree: Infantry support Deets over hurr. Left tree: Fire support All of the AOE, all of the explosives. FO's starting shell count gets reduced to 600, by the way. TIER 1 Fire Mission – Active: 15 energy cost Calls in an artillery strike over a long distance that blasts a 7 area radius. The shells have a 8 second barrage call down time. Deals 50% increased damage to Armored and Massive. Level 1 – Shells deal 25 damage. Level 2 – Shells deal 50 damage. Level 3 – Shells deal 75 damage. Improved Bombardment – Passive The artillery platform is upgraded with improved launching and targeting algorithms that decrease travel time and increase shell accuracy. Artillery Flares will also feature improved accuracy. Level 1 – Barrage delay is reduced by 1.5 seconds, shells have a 50% chance to auto-obtain targets within the area and hit them directly Level 2 – Barrage delay is reduced by 3 seconds, shells have a 75% chance to auto-obtain targets within the area and hit them directly Level 3 – Barrage delay is reduced by 4.5 seconds, shells have a 100% chance to auto-obtain targets within the area and hit them directly TIER 2 Upgraded Munitions – Passive The artillery platform is now capable of firing a broader range of shell types during bombardments, and the Forward Observer can request more shells to be allocated to the current mission. Shell Shock and Scorched Earth effectiveness are dependent on the level of Fire Mission. Level 1 – Shell Shock: The Forward Observer can now drop Shockwave shells, which stun Non-heroic units for 1/3/5 seconds per shell and heroic units for 0.25/0.5/1 second per shell. Level 2 – Scorched Earth: The Forward Observer can now drop Napalm shells, which create fire pillars that burn nearby targets for 30 damage a second for 2/4/6 seconds. Biological enemies suffer a 40% movespeed loss when on fire. Shell Requisition [Level 1/2] – Active: 40 energy cost, 1 minute cooldown Grants [25/50] shells. Bombing Run – Active: 45 energy cost, [45/40] second cooldown Three F-19 Bombers fly over the designated area, bombing the location in a line a 7 area radius. Stuns affected targets for 3 seconds. Level 1 - Deals 75 damage per bomb Level 2 - Deals 150 damage per bomb TIER 3 TX-179 Asgard – Active: 55 energy cost, 1:30 cooldown The Forward Observer takes control of a circling gunship that provides fire support for a duration of 30 seconds. See this thread for discussion and details.