Unimplemented NOTD 2: Accolades

Discussion in 'NOTD 2 Discussion' started by Kith, Sep 22, 2014.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I feel like you're thinking in terms of NOTD. You should probably not treat speculative details of a class that has not been released yet as fact because that's how the class is now.
  2. squish

    squish Well-Known Member

    "The commando will remain largely unchanged."

    Sidenote: I edit my posts to add more info to em. Sorry 'bout that.

    Yes, I am thinking in terms of Night of the Dead, unless you're removing the surg adren reload combo.

    Edit: Even without the surg adrenaline reload combo, it's still going to mean hilariously fast reload times.
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I apologize for being ambiguous, but that was mostly referring to the structuring of the Operations tree. Cooldowns, energy costs, ability effects, and a handful of other things are going to get moved around or altered so the OPmando is less... well, OP.

    Not a big deal.

    Move yes, remove no. The current plan is to move the reload bonus into Weapons Expertise to make WE more attractive as an option and to make the OPmando's Level 6 less overwhelmingly powerful compared to the other classes. It will still be strong, of course, just not as.

    Well, of course. I'm not really worried about it, though - while higher reload speed means higher DPS, it's basically just attack speed in the big scheme of things. Additionally, Weapon Mods are not going to be what they are now: you can no longer stockpile 20% bonus damage and 20% bonus attack speed for what are the largely negligible downsides of increased weight and slower swap speed, possibly also throwing in 20% increased reload speed for the really-not-all-that-important 20% lower splash radius for giggles.
  4. Blaqk
    • Development Team
    • Webmaster/Ops

    Blaqk NOTD Staff: Operations and Web

    I'm also fairly sure that reload speed is multiplicative in NOTD 2.
  5. Arturia

    Arturia Well-Known Member

    How exactly will the efficiency medal work?

    Say, a single character makes an absurdly large stack and then passes it off to an ally - does the stack fall apart or does it remain in size?

    I just imagine seeing a Rifleman hoarding 40 fibrin bandages then handing it off to the tank, who then just spams them as needed. I can't really find any other reason for it than to cheese medical items to invulnerability.

    The only other reason I see for its existence is to make Chain Explosives & Claymores an actually viable method of dealing significant damage without becoming unreasonable on the inventory.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Overstacked items are intended to split once outside of the Efficiency Medal holder's inventory.
  7. David

    David Well-Known Member

    It's easy to miss the point when your point isn't explained well or at all (your original post literally contains 9 words). Is your point that some of the bonuses will be OP when stacked with different classes?

    An operations command with combo activated and a gold reload will already experience significantly reduced reload time. Even with ALL the reload bonuses added the reload speed will not hit the reload floor and become instant (reload bonuses are multiplied and applied to the PERIOD of the reload not the rate). The amount of ownage won't change that much with an additional 40 percent reduction in reload time. You probably can't even notice a subjective difference in reload time with or without the 40 percent buff when you have a commando combo going (even with a 6 second reload, we're talking about a half second difference). It is a good bonus that isn't as OP as you believe it to be (which means it's designed as intended).

    You talk about how OP the HMG is in the hands of the Commando....what does this have to do with anything concerning rewards? The mods aren't the problem, the design of the gun or skill is (I'm just assuming your numbers are correct because I have no idea what the stats of the new guns are).
    Last edited: Sep 30, 2014
  8. squish

    squish Well-Known Member

    This is what I'm saying.

    Heavy Machine Gun
    Round consumption: 1
    Damage: 45
    Armor Reduction: 0
    Attack Speed: 0.2
    Splash: 2.0
    Range: 25
    Reload time: 6
    Equip time: 1
    Weight: 40
    Critical damage: 200%

    Reload time of 6 is long at base reload speeds.

    Manually reloading with gold reload is -50%.

    3 seconds.

    Add manual and combo, 50 + 50%. -100%?

    Add manual, combo, and 40% bonus. -140%?

    Or do I just have that shit wrong?
  9. ozzy

    ozzy Member

    heavy machine gun is a stationary weapon so it has no mobility
  10. David

    David Well-Known Member

    Current NOTD mechanics work like:

    Commando combo reload + gold: 6s x 0.5 x 0.5 = 1.5s
    Combo + manual + bonus: 6s x 0.5 x 0.7 x 0.6 = 1.26s
    Combo + gold + bonus: 6s x 0.5 x 0.5 x 0.6 = 0.9s

    There is also a hard cap on reload which is significantly smaller than the values listed (i.e. will never be reached). You will never pull off a gold reload shooting this fast, so the reduction in reload speed with a 40 percent bonus and manual reloads during a combo will be only 0.24s faster than not having a 40 percent bonus. Now in a perfect theoretical world this would amount to a significant amount of damage, but nothing that would break the game.

    Your example does however bring to light the fact that if the OPS commando retains the same surgical strike and adrenaline skills in NOTD2, the HMG will pretty much destroy everything in a way that's completely imbalanced.

    And for Ozzy... the commando won't have to move because he will kill everything on the map in a 25 range radius.
    Last edited: Sep 30, 2014
  11. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    The weapons thread is over here. The only outdated thing is the Flamethrower's damage values, which is 6 per projectile instead of 10.

    That said, the Operations Commando is getting rebalanced pretty heavily for NOTD 2 to the point where it's safe to call it a nerf.
  12. squish

    squish Well-Known Member

    I can routinely gold reload a laser rifle on adrenaline three... what's your story?
  13. Miracle
    • Development Team
    • Community Leader

    Miracle NOTD Staff: Assistant of many things

    From a glance, seems like some of the medals aren't appealing enough and will never be used except by people who are trying to experiment and all that, just saying...
  14. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    If half are "not useful enough", then that's still 25 customization options available to the player, and I'm okay with that.
  15. David

    David Well-Known Member

    My story is that I can play the commando as well if not better than you and I guarantee you I can't "routinely" pull of gold reloads using a fully ramped up adrenaline laser (I have my weapon mods in speed). I'm not delusional or naive enough to believe my reflexes are faster than 0.09s sc2 time (which is probably 0.07s real time, not factoring in the different types of lag), but go ahead and believe your manual reloads are gold reloads. When the laser and SMG used to have the same speed it was hard enough timing a regular manual reload because the entire clip shot in less than half a second and you want to tell me you can pull off routine gold reloads.
  16. squish

    squish Well-Known Member

    Challenge accepted!
  17. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Several Medals and Badges have been updated based on preliminary testing, feedback, and removal of some features (most specifically, Weapon/Character Mods).

    Silver Cross
    Increases Energy Regeneration by 1.
    Unlock Requirement: Complete a Nightmare difficulty Campaign using only Tier 1 classes.

    Combat Readiness Medal
    Doubles the non-Extra Life Rating bonus currently being applied.
    Unlock Requirement: Obtain 1800 Rating.

    Good Conduct Medal
    Increases starting Magazines by 10 and makes all equipped Magazines weightless.
    Unlock Requirement: Obtain 1500 Rating.

    Expert Infantryman Badge
    Dealing damage slows damaged enemies by 5%.
    Unlock Requirement: Survival Rifleman

    Expert Field Medical Badge
    Medkits cure a random ailment every 7 seconds. This applies to Medkits used via Medical Assistance.
    Unlock Requirement: Support Medic

    Communication Support Badge
    Increases Sight Range by 5 and Detection Range by 5.
    Unlock Requirement: Surveillance Recon

    Combat Marksman Badge
    Increases Sight Range by 5 and most Weapon and Ability ranges by 5.
    Unlock Requirement: Assassination Marksman

    Fire Support Specialist Badge
    Increases the radius of circular AOE abilities by 1.
    Unlock Requirement: Fire Support Forward Observer

    Special Combat Operator Badge
    Reduces Health and Shields by 50%. Increases total damage by 30%.
    Unlock Requirement: "Operations" Commando

    Special Defensive Operator Badge
    Non-explosive weapons and abilities become silent.
    Unlock Requirement: "Delta" Commando

    Weapons Emplacement Technician Badge
    Most non-hero units under the player's control gain increased Weapon, Ability, and Sight range.
    Unlock Requirement: "Weapons" Technician
    Last edited: Jan 3, 2015
  18. nex_

    nex_ Member

    pew pew with sdob ? :D
    I wonder if fssb will be really usefull, I like precise thing more than the risk to aoe a mate.
  19. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It's there if you want it. If you don't like it, you've got up to 49 other options.
  20. Marcus

    Marcus Member

    New equipped magazines aswell?
    This could be interesting if this was stacking :p. Like 5%, 7.5%, 10% slow or so :p.
    Its like perception from stats or like from cps? I mean if u need some detection to have +5 or +5 even if 0?
    Nice :).
    Nice :).
    ? So u will have 50% less hp and shields and u will do 30% more dmg, right?
    So cmd with 150+100 hp would have 125 hp and dmg increase will be 1.3*DMG, doesnt seems much affordable wise :p.
    Nice :). Flamer and lazors r explosive weapons or not :p? Flamer with silencer:rolleyes:.
    Minis :p

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