[align=center]Kith’s Rifleman Rework Because he’s tired of your shit[/align] Nobody is coming to a conclusion because all of the ideas are disjointed, and some of them are simply bad despite what their creators may believe. The biggest problem that I see is that nobody is stopping to ask the question “how would this change NOTD?”, so grumpy old Uncle Kithrixx is going to ask (and answer) that question for you for each and every skill so hopefully you pick up on a few things. INNATE Focus Fire – Active: 8 energy cost, 5 second duration, 5 second cooldown. Increases damage by 25%, sight range by 3, and reduces attack speed by 20%. Notes: This hasn’t changed. It’s a good skill, it teaches newbies that damage > attack speed, and it all around saves ammo. COMBAT Changes are geared towards making the Combat Rifleman a solid DPS and leading to more cohesive design. His job is going to be dealing damage and not much else. Tier 1 Critical Strike – Passive Grants a chance to deal double damage on attacks. Level 1 - 10% chance Level 2 - 20% chance Level 3 - 30% chance Notes: This hasn’t changed. It’s generic, but acceptably so, and it fits the role of the class. Fire Up – Pseudopassive* *Something that upgrades an active. The Rifleman gets fired up, upgrading Focus Fire and applying bonuses to Grenades while under the effect of Focus Fire. Each level increases the energy cost of Focus Fire by 1. Level 1 – Increases damage by 28%, sight range by 3, and reduces attack speed by 5%. Level 2 – Increases damage by 31%, sight range by 3, and attack speed by 10%. Level 3 – Increases damage by 34%, sight range by 3, and attack speed by 25%. Notes: The levels outline the changes to Focus Fire. Less mindless than Rapid Fire, the sole purpose of which was to negate the attack speed slow of Focus Fire. Small damage bonus added in addition to a larger attack speed bonus to mitigate the fact that it is now a passive that upgrades an active. Synergy with Grenades will be outlined in the Grenades section. Tier 2 Weapons Proficiency – Passive Thanks to the Rifleman's intensive weapon training, he is skilled with anything that has a trigger, wielding his weapons more effectively than the average soldier. Constant weapons drills have turned reloading into an act of muscle memory, decreasing the Rifleman's reload time with all weapons. Level 1 - Decreases reload time by 15% Level 2 - Decreases reload time by 30% Notes: The Combat Rifleman was the only “generic combatant” (other examples being the Arms Assault and the Operations Commando) to not have a way to mitigate reloads. On top of that, the Survival Rifleman, the disable/support tree, had this ability, making it a better candidate for the Heavy Machine Gun than the DPS tree. That’s like the Recon being a better candidate for the Barrett than the Marksman. The base damage increase has been lowered to mitigate the fact that it is now on the Combat tree as opposed to the Survival tree. Rifle Grenades – Active: 25 energy cost, 2 second cooldown. The Rifleman fires a grenade from his under barrel launcher at a target that deals instant damage to the target and nearby enemies. Grenades are capable of Critical Strikes, deal 33% more damage to light units, and gain bonuses when used with Focus Fire. Level 1 - 75 damage, 11 cast range, 3 radius. +3 damage per hero level. Level 2 - 150 damage, 11 cast range, 3 radius. +6 damage per hero level. Fired Up bonuses: +0.5/1/1.5 radius to Grenades. Bonus damage (which –should– already be applied because Focus Fire is “green damage”, but I wanted to double check). Notes: Whoo synergy. Grenades now serve a dual purpose and also scale based on level, making them less shitty late game and less facestompy early game. Also, before you cry nerf, assuming that the Rifleman does not have double talents or CP, he will gain the Grenade ability at Level 5. 5*3 = 15, 75 + 15 = 90. MAN, HOW ABOUT THAT SHIT Tier 3 Bloodlust – Active: 15 energy cost, 10 second cooldown The carnage the Rifleman unleashes triggers a martial trance, sending him into a state of heightened reflexes and combat fervor, granting him increased attack speed and damage for 10 seconds. Level 1 - 50% increases attack speed, 50% increased damage. Removes base armor. Notes: Marginally increased the energy because of the endless bitching about the Combat Rifleman’s infinite sustainability. Also changed the description because the hallmark of a good soldier is not one who loses his shit in a combat situation, it’s one who stays calm and keeps his wits about him so he can react properly. This guy is supposed to be a hardened veteran, not a grunt that doesn’t know how to control himself. As the saying goes, an angry soldier fights blind. His profile states that he's "Well trained, disciplined and loyal", and losing his mind in a combat situation does not suggest he is any of those things. SURVIVAL Changes are geared towards making the Survival Rifleman all disables, all the time. Doesn’t deal nearly as much damage as the Combat Rifleman does, but can stop foes in their tracks (or even knock them back). Tier 1 Saline IV – Active: 20 energy cost, 15 second cooldown Built into the Rifleman's powered armor are neuro-injectors that will, on command, inject a drug that heals the Rifleman. At later levels the drug will also cure certain ailments. Level 1 - Heals 20 health Level 2 - Heals 40 health and cures 1 Venom Level 3 - Heals 60 health and cures 1 Open Wound and 1 Venom Notes: Hasn’t changed. Still a good skill. Crippling Fire – Pseudopassive The Rifleman aims to slow the advance of enemy targets during Focus Fire, hitting their joints and ligaments. Produces additional effects when used with Precision Shot. Level 1 – Targets suffer 15% movespeed loss and 5% attack speed loss. Level 2 – Targets suffer 20% movespeed loss and 10% attack speed loss. Level 3 – Targets suffer 25% movespeed loss and 15% attack speed loss. Notes: Now with a useful slow and skill synergy! The energy increase was removed because apparently the Survival Rifleman has enough energy problems as it is. I personally believe that it's just a question of not being stupid with your skill use, but popular bitching opinion overrides my own if loud enough. Tier 2 Precision Shot – Active: 10 energy cost, no cooldown The Rifleman takes aim and fires well-placed shot at the legs of a single target, slowing it on impact for 5 seconds. Deals 67% more to massive targets. Level 1 - Deals 75 damage and slows the target by 40% Level 2 - Deals 150 damage and slows the target by 60% Crippling Fire bonuses: Precision Shot stuns targets for .5/1/2 seconds and increases slow duration by .5/1/2 seconds (so the slow is not “nerfed” by the presence of the stun). Precision Shot’s slow is increased by 3%/6%/9%. Bonus damage (which should already be applied, but just making sure). Notes: Once again, skill synergy. A new part of being a good Survival Rifleman is knowing when to and when not to stun. I’m sure you’ll notice a pattern of making chaining the abilities together making them more powerful. This pattern is me aiming to make the tiers of Riflemen separated based on who makes the most of skill chains. Sonic Trap – Active: 50 second cooldown The Rifleman lays down an ultrasonic device which detonates when a non-massive enemy comes within a radius 3 area. The blast pushes all non-Massive and non-Heroic units back, stuns them for 0.3 seconds, and illuminates the area to all Marines. The trap has 7 charges. Massive and Heroic units are slowed. Maximum of 5 traps active per player. Level 1 - Targets in a 5 radius are pushed back slightly. Slows Massive units by 25% and Heroic units by 12% for 4 seconds. 0.3 second stun. Costs 50 Energy. Level 2 - Targets in a 8 radius are pushed back greatly. Slows Massive units by 50% and Heroic units by 24% for 4 seconds. 1.2 second stun. Costs 55 Energy. Notes: The majority of the changes that I wanted to make were made when I wasn’t looking and can be found in the change log. I’m tired of seeing traps spammed endlessly. It’s stupid. When a team is on the move, the Survival Rifleman shouldn’t be dropping Sonic Traps behind them to blob up spawns, they should be something used for holdouts. They’re excellent crowd control, and are largely passive once put in place, so I’m pleased to see that they’ve been adjusted to require more thought. Tier 3 Repulse – Active: 25 energy cost, 12 second cooldown. The Rifleman's armor pushes itself to maximum power, greatly increasing its movement speed and armor. The excess power bursts from the suit, stunning nearby enemies in the area. Can Critical Strike. The power surge lasts 10 seconds. While under the effects of Repulse, the use of Saline IV (level 3) will also remove cripple. Level 1 - Units in 7 radius are stunned and lose 10 armor for 3 seconds. Deals 125 damage to affected units. Massive and Armored units take more damage. Increases Rifleman's movespeed by 50% and +2 armor for 10 seconds. Grants detection. Notes: There’s nothing to change here. I question its ability to crit, but that’s not necessarily a balance issue. Keep in mind I just copied this from the Wiki and I'm not so sure if the numbers are accurate, but it really doesn't need to be changed from what the current numbers are. F.A.Q. Did this really deserve its own thread? Considering how clogged with crap the other thread was? Yes. Yes it did.