IC Rework: Rifleman

Discussion in 'Class Discussion' started by Kith, Aug 7, 2016.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    IC Rework:
    Rifleman

    Inheriting all of the Combat Tree's goodies, it's the Rifleman! Focus Fire has been rolled into Weapon Proficiency, Self Aid has turned into Combat Drugs, and grenades are more or less the same.

    STATS
    Class Name:
    Rifleman
    Class Biography: Riflemen are flexible combatants, comfortable using any weapon and equipped with a variety of grenades.
    Hitpoints: 200
    Hitpoint regen: 0.35
    Shields: 40
    Shield regen: 1
    Energy: 100
    Energy regen: 1
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.4
    Weight Class: Medium
    Soundset: Marine
    Default Color: Red
    Class Attachment: Laser Sight, team-colored to the user

    ABILITIES
    Ability Name:
    Frag Grenade
    Ability Button Description:
    Throw a grenade that deals up to 150 damage to enemies in a 2.5 radius. Enemies near the center will take the most damage.
    Ability Cost: 20 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground, Air
    Ability Range: 9
    Effect:
    Throws a projectile that deals 150 damage in a 1.0 radius (Primary) and 50 damage in a 2.5 radius (Secondary) on impact. Damage effects do not stack.
    Visuals:
    Uses the throwing animation. UltraSonicMissile.m3 for the projectile, WidowMineImpact.m3 for the impact. Projectile should rotate in a manner similar to the Brewmaster's Drunken Haze missile.
    Transient: No
    Hotkey: Q

    Talent Name: Crowd Pleaser
    Talent Description:
    Increases Frag Grenade's effect radius by 40%.
    Effect:
    Increases the radius of the Primary effect to 1.4 and the Secondary effect to 3.5.
    HE Grenade's total radius is increased from 2.5 to 3.5.

    Talent Name: Triple Trouble
    Talent Description:
    Frag Grenade gains additional use charges.
    Effect:
    Frag Grenade becomes an ability with 3 charges, with charges generating every 10 seconds. Ability usage cooldown is 0.75 seconds.
    HE Grenade inherits the same upgrade, but the usage cooldown is reduced to 0.1 seconds.

    Talent Name: Beanball
    Talent Description:
    Increases the maximum damage of Frag Grenade from 150 to 300.
    Effect:
    Increases the damage of the Primary effect from 150 to 300.
    HE Grenade's total damage is increased from 200 to 300.


    Ability Name: Sticky Bomb
    Ability Button Description:
    Throw a grenade that deals 400 damage (+200 vs Armored) to a single target over 4 seconds.
    Ability Cost: 25 Energy
    Ability Cooldown: 16 Seconds
    Ability Filters: Ground, Air
    Ability Range: 9
    Effect:
    Deals 50 (+25 vs Armored) damage every 0.5 seconds.
    Visuals:
    Uses the throwing animation. MagneticMineMissile.m3 for the projectile, ColossusBeamImpact.m3 for damage effect.
    Transient: No
    Hotkey: W

    Talent Name: Extra Thermite
    Talent Description:
    The bonus damage vs. Armored is converted to base damage.
    Effect:
    Changes damage effect from 50 (+25 vs Armored) to 75 damage every 0.5 seconds.
    AT Grenade's damage changes from 500 (+300 vs Armored) to 800 damage.

    Talent Name: Sunder
    Talent Description:
    The Rifleman deals 25% additional damage to the target of Sticky Bomb for 5 seconds.
    Effect:
    See Description.
    The Sunder effect is also applied to the target of AT Grenade.
    !!IMPORTANT!!: Damage boost does not apply to the damage over time effect caused by Sticky Bomb or to the damage caused by AT Grenade.

    Talent Name: Heat Wave
    Talent Description:
    Sticky Bomb deals an additional 100 damage on impact to the target and nearby enemies.
    Effect:
    The target of Sticky Bomb and all enemies within a 1.0 radius (from the edge of the target) take 100 damage when Sticky Bomb's effect begins.
    AT Grenade deals an additional 100 damage to the target and all enemies within a 1.0 radius (from the edge of the target) on impact.


    Ability Name: Combat Drugs
    Ability Button Description:
    Increases the Rifleman's Attack Speed by 25% for 6 seconds.
    Ability Cost: 15 Energy
    Ability Cooldown: 8 Seconds (on cast)
    Ability Filters: Self
    Effect:
    See Description.
    Visuals:
    Uses the standard Stimpack animation.
    Transient: Yes
    Hotkey: F

    Talent Name: Boosters
    Talent Description:
    Increases the duration of Combat Drugs by 50%.
    Effect:
    Increases the duration of Combat Drugs from 6 to 9.

    Talent Name: Runner's High
    Talent Description:
    Combat Drugs also increases the Rifleman's Movement Speed by 25%.
    Effect:
    See Description.

    Talent Name: Saline IV
    Talent Description:
    While Combat Drugs is active, the Rifleman regenerates 3 health per second.
    Effect:
    See Description.


    Ability Name: Weapon Proficiency [Passive]
    Ability Button Description:
    Increases Weapon Damage by 25%.
    Effect:
    See Description.
    Visuals:
    LaserSight.m3 on the equipped weapon, team-colored to the player's chosen color.

    Talent Name: Rapid Fire
    Talent Description:
    Increases Attack Speed by 15%.
    Effect:
    See Description.

    Talent Name: Marksmanship
    Talent Description:
    Increases Weapon Range by 4 for non-specialist and non-melee weapons.
    Effect:
    See Description.

    Talent Name: Quick Reload
    Talent Description:
    Increases Reload Speed by 25%.
    Effect:
    See Description.


    ULTIMATES
    Ability Name:
    This Is My Rifle
    Ability Description:
    Increases Weapon Damage and Attack Speed by 50% for 10 seconds. Killing an enemy with a weapon adds 1 second to the ability's duration, but cannot exceed 10 seconds.

    “My rifle, without me, is useless. Without my rifle, I am useless. I must fire my rifle true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will...”
    Ability Button Description:
    Increase Weapon Damage and Attack Speed by 50% for 10 seconds. Killing an enemy with a weapon adds 1 second to the ability's duration, but cannot exceed 10 seconds.
    Ability Cost: 40 Energy
    Ability Cooldown: 10 Seconds (begins when the ability ends)
    Ability Filters: Self
    Effect:
    See Button Description. Grenade kills do not add to the duration of the ability.
    Visuals:
    While TIMR is active, WildMutationBuff.m3 attached to the Rifleman's torso/center. For each kill made while TIMR is active, FrenzyMissileImpact.m3 on units killed (should attach to center or equivalent).
    Transient: Yes
    Hotkey: G


    Ability Name: Grenadier
    Ability Description:
    Upgrades the Rifleman's grenade abilities with better damage and range and provides the Canister Shot ability. Previous Talents apply to the upgraded grenade abilities.

    “You mustn't be afraid to dream a little bigger, darling.”
    Effect:
    • Replaces Frag Grenade with HE Grenade. HE Grenade has better range, damage, and effective radius.
    • Replaces Sticky Bomb with AT Grenade. AT Grenade hhs better range, damage, and deals damage instantly rather than over time.
    • Provides the Canister Shot ability.
    Show Spoiler

    Ability Name: HE Grenade
    Launch a grenade that deals 200 damage in a 2.5 radius.
    Ability Cost: 20 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground, Air
    Ability Range: 20
    Effect:
    Deals 200 damage in a 2.5 radius. Inherits effects from Frag Grenade talents, as noted.
    Visuals:
    Uses the weapon firing animation.
    Launch: WarHoundHaywireMissileLaunch.m3
    Projectile: ArcadeVikingMissile.m3
    Impact: TerranLargeUnitDeath.m3
    Transient: No
    Hotkey: Q

    Ability Name: AT Grenade
    Ability Button Description:
    Launch a grenade that deals 500 damage (+300 vs Armored) to a single target.
    Ability Cost: 25 Energy
    Ability Cooldown: 16 Seconds
    Ability Filters: Ground, Air
    Ability Range: 20
    Effect:
    See Button Description. Inherits effects from the Sticky Bomb talents, as noted.
    Visuals:
    Uses the weapon firing animation.
    Launch: WarHoundHaywireMissileLaunch.m3
    Projectile: ArcadeVikingMissileHoming.m3
    Impact: TerranSmallUnitDeath.m3
    Transient: No
    Hotkey: W


    Ability Name: Canister Shot
    Ability Button Description:
    Fire shrapnel that deals up to 400 damage in a cone. Enemies closest to the Rifleman take the most damage.
    Ability Cost: 15 Energy
    Ability Cooldown: 5 Seconds
    Ability Filters: Ground, Air
    Ability Range: 5 range, 70° cone.
    Effect:
    Deals 400 damage at range 2.
    Deals 200 damage at range 3.
    Deals 100 damage at range 4.
    Deals 50 damage at range 5.
    Visuals:
    Uses the weapon firing animation.
    Look into stealing the Nova Hellfire Shotgun stuff, including the targeting splat.
    Transient: No
    Hotkey: E
    Last edited: Sep 5, 2016
  2. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Can describe what the Canister Shot ability does?
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It's a cone attack that deals more damage closer to the Rifleman. Details of the ability are under the Spoiler. I'll add more detail for Canister Shot to the Ability Description for the sake of clarification.
  4. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Thanks. Class sounds solid.

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