FUREH FRUM DA SKIES: Kith's Forward Observer rework

Discussion in 'Class Discussion' started by Kith, Mar 28, 2012.

  1. HipHopDragon
    • Warden

    HipHopDragon Warden

    Even more stuff:
    Flamers need to be able to push other minis (preferable if other fo minis could too, but on flamers its realy needed).
    Remove hold position or change it so that the minis actually do it.
  2. Thermidor

    Thermidor Well-Known Member

    What do you mean by push exactly?

    Changing it is a better idea imo.
  3. HipHopDragon
    • Warden

    HipHopDragon Warden

    at the moment everything can push the fo minis => if you run and a fo mini is in the way you continue moving and push the fo mini out of the way. If a fo mini want to move and anything is in the way they cant push them, which means that 99% of the time they are stuck inside the npcs.
  4. Dalian

    Dalian New Member

    Not sure if mentioned already, a switch in gear eliminates all alignments on the minis. Also switching b/w flamers heals them much like strength heal. Don't know if it's intended but just seemed like a rather cheesy mechanism.

    PADDYPOWER New Member

    Already known, and abused.
    I have to use it sometimes to stop them dying T_T
  6. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    - MI now have slightly higher push priority. MI Flamer push priority matches Hero Marines.

    Fixed the issue where calling down additional MI when the talent wasn't fully levelled still reduced MI reserve count.
  7. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    The reason why ailments don't transfer over when you switch gears is because I couldn't get the 'morph' to work on the MI. Currently, the units are actually 'replaced - with same relative stats' in trigger editor when you use the ability. If anyone can help, that would be fantastic.
  8. Arturia

    Arturia Well-Known Member

    I'd say look at how the Zerg Hatchery Larva work in morphing into units, along with how Zerglings morph into banelings.
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    So I've been running a lot of tests and doing that thing that I do, and I've come to the following conclusion:

    The Specialist Mobile Infantry need to be limited to one per FO. One Marksman, one Firebat. The reason for this is because the idea behind the MI FO is that he would be microing four different units. That doesn't actually happen right now. He micros two units, and it just so happens that there are three of the second one.

    Forcing a limitation on Specialists will increase the micro requirement drastically, as more players will pick up both kinds of specialists and begin to juggle the four unit types, as was intended originally. This means we can also selectively buff the Specialist MIs rather than worry about FOs stacking them for increasingly bullshit results (for example, triple Marksman for super DPS).
  10. Ghost
    • Warden

    Ghost Warden

    Hm I think the ling -> bane morph is essentially the same as what is happening with MI currently. When you morph to bane, IIRC the kill count is reset.
  11. Kusanosky

    Kusanosky New Member

    Only one of each mini => no more morph. Problem resolve no?
    Other way you just need to give 3 weapon to all mini and skill who switch weapon => Only 1 skin for the 3 spe.
  12. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    [align=center]Because it was asked for:
    The Infantry Support FO Rework within a rework

    Because the current IS FO is boring and The Final Cut is actually way more powerful than I originally anticipated[/align]

    General Changes

    First off, no more Triple Marksman or Triple Firebat. It's dumb. IS FO is going to be limited to only one kind of Specialist active at one time. If you're good at microing, this will be no problem for you, and you will be able to make the most of it. If not, well, there's always triple Marine.

    Secondly, all MIs are going to be stuffed full of Actives. Literally the only thing the FO will be good for is being the upgrade platform for said minis and flaring.

    Thirdly, Dogs of War is being changed into another loadout upgrade ability. This is to bring more focus on the FO's minis rather than the FO himself. With this, the proposed energy regen debuff is not really needed anymore, considering that the FO will no longer have a sustainable or spammable aura buff.

    Fourthly and finally, the MI are getting changed rather drastically. Right now, the MI change from unit to unit using a morph effect, which is not good because that leads to them being able to clear ailments. My proposal is to only have a single MI unit, with ability, armor, weapon, and shield values changing depending on the equipment change. This eliminates the issue of "shedding ailments", and also makes the Mobile Infantry easier to balance.

    Infantry Support Overview
    This section is just tooltips. All of the unit stats and ability specifics will be listed in the next section.

    TIER 1

    Infantry Deployment – Active: 30 energy cost, 10 second cooldown
    Calls down a Mobile Infantry to assist the Forward Observer on the battlefield. Mobile Infantry are summoned from a reserve of 9. Once all 9 Mobile Infantry are called down, you can no longer call down Mobile Infantry.

    Level 1 - 1 Infantry maximum
    Level 2 - 2 Infantry maximum
    Level 3 - 3 Infantry maximum

    "I don't know how many men it's gonna take to kill you, but I do know how many I'm gonna use." - Lt. Black

    Improved Equipment - Passive
    The Forward Observer requisitions better loadouts for the Mobile Infantry under his command. Level 3 grants unique bonuses to each type of infantry.

    Level 1 - +10 HP, +5% Movespeed and Damage
    Level 2 - +20 HP, +10% Movespeed and Damage
    Level 3 - +30 HP, +15% Movespeed and Damage

    "My daddy always told me to use the right tool for the right job." - Pvt. Bizzo, after bludgeoning an insurgent with a lamp

    TIER 2

    Firebat Specialization – Passive
    The Mobile Infantry gain access to a Flamethrower and heavier armor, allowing one of them to become optimized for close combat.

    Level 1 - Allows Mobile Infantry to utilize Firebat equipment
    Level 2 - +4 Armor and grants Slow Roast, a disabling attack

    "Hahahahahahaha. Fwoosh." - Sgt. Wotz

    Marksman Specialization – Passive
    The Mobile Infantry gain access to a Marksman Rifle and armor stabilizers, allowing one of them to become optimized for attacking high priority targets at a distance.

    Level 1 - Allows Mobile Infantry to utilize Marksman equipment
    Level 2 - +15% attack speed and grants Focus, a damage-boosting ability

    "I once shot the wings off of a fly, true story." - PFC. Kern

    TIER 3

    The Dogs of War - Passive
    The Forward Observer requisitions experimental and specialist gear for the Mobile Infantry, granting them more advanced equipment.

    Level 1 - Grants Mobile Infantry Thumper Grenades, Marksmen Specialists Walkabouts, and enables Firebats to perform Shield Buster

    Infantry Support Specifics
    Abandon all hope, ye who enter here: STATISTICS ABOUND.

    Shedding Nothing: Fixing the Ailment problem
    So how this is going to work is making the Mobile Infantry stem from the same base unit, with all of the stat differences being applied via buffs and the Weapon Change/Weapon Equip effect that is present on the player units (and also on Sheng's Boys) to give it a weapon. The base unit has the lowest possible stats so we don't have to mess with decreasing them, only increasing them based on the currently equipped kit.

    Mobile Infantry base stats
    Biological, Heroic
    Base Hitpoints: 100
    Base Armor: 0
    Base Shields: 10
    Movement Speed: 2.15
    Model: Marine

    Mobile Infantry: Marine
    Weapon Equip: General Purpose Rifle
    Armor: +2
    Shields: +10

    Stimpack - Active: 10 health cost, 10 second cooldown
    Increases movement and attack speed by 25% for 10 seconds.

    Upgrades administered by Improved Equipment
    Note: The Marine Kit gets two, because the Marine does not have a specialization like the Marksman or Firebat kits

    Sonic Grenade - Active: 20 second cooldown
    A concussive grenade that knocks enemies back a distance of 2 in a radius of 2.5. Does not affect Massive units.

    Improved Stimpack - Active: 10 second cooldown
    Now including a small injection of nanites, the Stimpack no longer causes cellular degeneration upon application.

    Increases the Marine's attack speed and movement speed by 30% for 10 seconds.

    Upgrades administered by Dogs of War

    Thumper Grenade - Active: 15 second cooldown
    An explosive grenade with a delayed blast. Deals 100 damage in a radius of 3 after a 5 second delay. Deals 50% more damage to Massive and Light.

    Mobile Infantry: Firebat
    Weapon Equip: Mk-2 Flamethrower
    Armor: +4
    Shields: +40

    Upgrades administered by Specialization

    Passive upgrade: +4 Life Armor
    Note: Yes, four, for a total of eight. The unit's durability is going to be relying entirely upon that armor, because I'm stripping the shield armor and standardizing the MI hitpoints across the board. This will also make it easier to balance, because then we can just drop one or two points of armor if it turns out to be too durable (it shouldn't, with ailments functioning and only 130 maximum hitpoints) rather than fiddle with armor and hitpoints and trying to find a nice balance between.

    Slow Roast - Active: 30 second cooldown
    For 20 seconds, the Infantry's attacks slow the movement and attack speed of targets by 30%.

    Upgrades administered by Improved Equipment

    Incendiary Grenade - Active: 25 second cooldown
    Deals 35 damage in an AOE of 2 at 10 range. Enemies struck by the explosion take 10 damage per second for 10 seconds and have their movement speed slowed by 15%.

    Upgrades administered by Dogs of War

    Shield Buster - Active: 5 minute cooldown
    The Infantry overloads his shield capacitors, dumping all of his suit's energy into them and supercharging them for 10 seconds*. After 10 seconds, the overcharged shields shatter, exploding outward and stunning all units within a radius of 2 for 3 seconds and inflicting a Short Circuit on the Infantry.

    * During the "supercharged" phase, the unit gains +50 shields and +10 Shield Armor.

    Mobile Infantry: Marksman
    Weapon Equip: Marksman Rifle

    Upgrades administered by Specialization

    Passive Upgrade: +15% Attack Speed

    Focus - Active: 15 second cooldown
    20% increased damage for 10 seconds.

    Upgrades administered by Improved Equipment

    Stabilizing Bipod - Toggle: 2 second initial cast, instant de-cast
    While active, increases the Infantry's damage and attack speed by 10%, but renders him immobile.

    Mechanics note: Telling the Infantry to move while Bipod is active will do nothing. The ability has to be deactivated first before he is capable of moving again, to prevent accidental cancellation and to also promote micro.

    Upgrades administered by Dogs of War

    Walkabout - Active: 2 minute cooldown
    The Marksman drops a decoy hologram that automatically attacks enemies for 80% damage at 80% attack speed. The hologram cannot be controlled. While the hologram is active, the Marksman is cloaked. If the Marksman breaks cloak by attacking, the hologram deactivates. If the hologram is destroyed, the Marksman decloaks. The hologram lasts indefinitely. Only one hologram may be active at a time.
  13. Pyromaniac

    Pyromaniac Well-Known Member

    I am all for removing the energy debuff. Helps cross tree synergy by having energy for the tree that needs it
  14. JAW

    JAW Well-Known Member

    I am looking forward to these abilities. ALL HAIL LORD KITHRIXX!
  15. Thermidor

    Thermidor Well-Known Member

    +1 to both of these.
  16. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Kith, as talked, liked the direction of more actives focus. This rewards micro and skill more directly.
  17. Shooz
    • Donator

    Shooz NOTD Staff: Killjoy

    I'll have to get some more info from the both of you on Skype soon.
  18. Blaze

    Blaze New Member

    you said shield buster stuns ALL nearby units soooo allied too?
  19. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

  20. Blaze

    Blaze New Member

    hmm alittle smart postioning and this could help alot

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