NOTD 2: The Engineer

Discussion in 'Canceled Content' started by Kith, Mar 7, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton


    The last of the main classes for NOTD 2. Big thanks to @Kataract (who may or may not be my wife) for helping me come up with suitably appropriate ability names and quotes.

    Class Name: Engineer
    Class Description: Engineers are robotics specialists that deploy X-1 “Battle Buddy” automated combatants to provide support or additional firepower.
    Class Stats: As NOTD, but reduce Movement Speed to 2.3.


    INNATES
    Ability Name: Repair
    Ability Button Description:
    Restores 100 health over 10 seconds to the target mechanical unit. Can be cast on allied players to repair Short Circuits.
    Ability Cost: 20 Energy
    Ability Cooldown: 8 Seconds
    Ability Filters: Allied
    Ability Range: 1.5
    Effect:
    See Button Description.
    Transient: No
    Hotkey: V


    Ability Name: X-1 Battle Buddy
    Ability Button Description:
    The X-1 is a modular combat drone that can be upgraded with a wide variety of additional functions. Only one may be active at a time.
    Ability Cost: 75 Energy
    Ability Cooldown: 60 Seconds
    Ability Range: Self
    Effect:
    Creates an X-1 at the target location. Ability should be disabled if the current limit of X-1s is met. Also, the Engineer automatically spawns with an X-1 when the game starts.

    It should be noted that a reasonable portion of the Engineer's abilities involve "tell the X-1 to do [ability]". These abilities (tagged as Hidden Ability) are not normally accessible by the X-1 itself and require the Engineer to use the relevant ability to give the order to use the command.

    All the Engineer abilities do is issue the command - if the X-1 is interrupted (either by the player issuing an interrupting order, a disable, or death) before completing the given command, the Engineer's Energy Cost and Cooldown is not refunded and the ability is lost.
    Transient: No
    Hotkey: H

    Show Spoiler
    X-1 Battle Buddy
    Mechanical
    Hitpoints: 100
    Hitpoint regen: 1
    Armor: 4
    Movespeed: 2.3
    Base Abilities: Attack, NOTD Stop, Hold Fire, Hover Mode
    Note about Hold Fire: It should outright disable the currently active weapon. Normal Hold Fire doesn’t play nice with Fire On The Move weapons.

    Pulse Rifle Turret
    Damage: 5
    Attacks: 1
    Armor Reduction: 1
    Attack Speed: 0.35
    Splash: 0.75 radius
    Range: 10
    Attack on the move: No
    Noise Per Shot: 2
    Launch visual: ScoutWeaponLaunch.m3
    Impact visual: ScoutWeaponImpact.m3


    Ability Name: Hover Mode
    Ability Button Description:
    (Toggle ON)
    Increase Movement Speed by 25% and gain the ability to ascend and descend cliffs, but disable all weapons and abilities while active.

    (Toggle OFF)
    Land and resume normal operating parameters.
    Ability Cooldown: 10 Seconds
    Effect:
    See Button Description. Of note is that Hover Mode is automatically disabled if an ability command is issued by the Engineer (such as Assimilate or Heartbleed).
    Transient: Yes
    Hotkey: C


    FIELD
    Support abilities abound!


    TIER 1
    Ability Name: Enterprise Firewall
    Ability Description:
    Give all nearby allied units a shield that will block a single damage instance.

    Level 1: Blocks melee damage.
    Level 2: Also blocks ranged damage.
    Level 3: Also blocks ability damage.

    “Just give up and block port 80, that'll solve it.”
    Ability Button Description:
    Level 1: Allied units within a 6 radius gain a shield that blocks up to 500 damage from a melee attack.
    Level 2: Allied units within a 6 radius gain a shield that blocks up to 500 damage from a ranged or melee attack.
    Level 3: Allied units within a 6 radius gain a shield that blocks up to 500 damage from any source.
    Ability Cost: 50 Energy
    Ability Cooldown: 40 Seconds
    Ability Filters: Ground, Air, Allied
    Ability Range: 6 radius, centered on the Engineer
    Effect:
    See Button Description. The Firewall Shield is permanent until broken and cannot be stacked. Visuals should be ProtossShieldFull.m3 on application and then DragoonForceShield.m3 on activation - the goal is to notify the player when it's been applied and when the shield has been activated, but because there's a potential for entire games to happen when a shield is on a unit, the interim period should have no visual indication that the unit is under the effects of the buff.
    Transient: Yes
    Hotkey: Q


    Ability Name: Service Pack
    Ability Description:
    The X-1 gains additional functions and defensive plating.

    Level 1: Grants Net Packet and 50 Health.
    Level 2: Grants Flash Upswing and 100 Health.
    Level 3: Grants Safe Mode and 150 Health.

    “We fired all the QA, but this shouldn't cause any problems.”
    Effect:
    Increases the X-1’s Maximum Health by 50/100/150 and grants the Net Packet, Flash Upswing, and Safe Mode abilities. Note to Future!Kith: Do a sketch of the X-1 and its additional armor plating granted by this ability.

    Show Spoiler
    Ability Name: Net Packet
    Ability Button Description:
    Snare the target unit for 4 seconds with a nanosteel net. Airborne units will be dragged to the ground and can be attacked as ground units.
    Ability Cooldown: 20 Seconds
    Ability Filters: Air, Ground
    Ability Range: 8
    Effect:
    See Button Description.
    Transient: No
    Hotkey: Q

    Ability Name: Flash Upswing
    Ability Button Description:
    Stun all enemy units within a 7 radius for 1 second.
    Ability Cooldown: 40 Seconds
    Ability Filters: Air, Ground, Enemy
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: W

    Ability Name: Safe Mode
    Ability Button Description:
    (Toggle ON)
    Increases Armor by 8, but reduces Movement Speed by 25% and Attack Speed by 75%.

    (Toggle OFF)
    Return to normal.
    Ability Cooldown: 5 Seconds
    Ability Filters: Self
    Effect:
    See Button Description.
    Transient: Yes
    Hotkey: D


    TIER 2
    Ability Name:
    Packet Management
    Ability Description:
    Gain the ability to give and take Energy from allied units.

    Level 1: Transfers 2 Energy per second.
    Level 2: Increases Energy Regeneration by 0.25.

    “It's a really nice way to "share" things with your "friends", if you get what I'm saying.”
    Effect:
    Grants the Engineer the Seed and Download at Level 1 and increases the Engineer's Energy Regeneration by 0.25 at Level 2.

    Show Spoiler
    Ability Name: Seed
    Ability Button Description:
    Supplies the target unit with 2 Energy per second.
    Ability Cost: 2 Energy per second.
    Ability Cooldown: None
    Ability Filters: Allied
    Ability Range: 2.5
    Effect:
    See Button Description. The Engineer can move but not attack while Seed is active.
    Transient: No
    Hotkey: E


    Ability Name: Download
    Ability Button Description:
    Drains 2 Energy per second from the target unit.
    Ability Cost: None
    Ability Cooldown: None
    Ability Filters: Allied
    Ability Range: 2.5
    Effect:
    See Button Description. The Engineer can move but not attack while Download is active.
    Transient: No
    Hotkey: W


    Ability Name: ARP Poisoning
    Ability Description:
    The X-1 deals non-lethal damage to all nearby enemy units.

    Level 1: Deals 4 damage per second.
    Level 2: Deals 8 damage per second.

    “You just lie to it, that'll confuse it and lock it down - no one will know the difference!”
    Effect:
    All all enemy units within a 8 radius of the X-1 take 4/8 damage per second. This damage cannot kill enemies.


    TIER 3
    Ability Name:
    Assimilate
    Ability Description:
    A miniaturized Compliance Nexus allows the X-1 to take control of enemy units.

    Level 1: The X-1 can take control of up to 10 enemy units.

    “There is a case for all outcomes, even those that refuse to fit in a case.”
    Ability Button Description:
    Command the X-1 to convert the target enemy unit to your control. Only 10 units can be under control at one time.

    If the X-1 is lost, control of any converted units is lost.
    Ability Cost: 50 Energy
    Ability Cooldown: 18 Seconds
    Ability Filters: Enemy
    Ability Range: Global
    Effect:
    Grants the X-1 the hidden Mind Control ability and also places the informational (but useless) Compliance Nexus button on the X-1. Usage of the Assimilate ability commands the X-1 to use Mind Control ability on the target unit.
    Transient: Yes
    Hotkey: G

    Show Spoiler
    Hidden Ability
    Ability Name:
    Mind Control
    Ability Button Description:
    Take control of the target enemy unit.
    Ability Filters: Enemy
    Ability Range: 8
    Effect:
    Transfers ownership of the target unit to the Engineer player.
    Transient: No

    Informational Button
    Ability Name:
    Compliance Nexus
    Allows the X-1 to take control of enemy units.

    [DATA REFERENCE] out of 10 units are currently under control.



    Ability Name: Transfer Protocol
    Ability Description:
    Gain the ability to place a Teleport Node and the ability to teleport units to it.

    Level 1: All units within a 5 radius of the X-1 will be teleported to the Teleport Node.

    “This has a serious purpose - it identifies many of the ways in which HTTP has been extended inappropriately.”
    Effect:
    Grants the Teleport Node and Transfer Protocol abilities to the Engineer.
    Show Spoiler
    Ability Name: Teleport Node
    Ability Button Description:
    Deploy a Teleport Node at the target location. Once constructed, the X-1 can be used to teleport itself and all units within a 5 radius to the Teleport Node.

    Teleport Nodes are single-use and are destroyed when teleported to.
    Ability Cost: 50 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground, 2x2 Build Grid
    Ability Range: 2.5
    Effect:
    Creates a Teleport Node unit at the target location. Once the Teleport Node has been constructed, the ability is disabled and Transfer Protocol takes its place on the command card.
    Transient: No
    Hotkey: G

    Teleport Node (Unit)
    100 Health
    2x2 Structure, No pathing
    Structure, Benign, Unselectable
    2 Armor
    Unit Sight: 0
    Build Time: 10 Seconds

    Ability Name: Transfer Protocol
    Ability Button Description:
    Instantly teleport the X-1 and all units within a 5 radius to the Teleport Node.

    Teleport Nodes are single-use and are destroyed when teleported to.
    Ability Cost: 50 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground, Air
    Ability Range: 5 radius, centered on the X-1
    Effect:
    See Button Description. Once the units have been teleported, the Teleport Node is destroyed.
    Transient: Yes
    Hotkey: G



    COMBAT
    Super fighting robot.

    TIER 1
    Ability Name: Multithreading
    Ability Description:
    Improves the X-1's combat abilities and adds additional Pulse Rifles to the turret.

    Level 1: Adds a second Pulse Rifle and the ability to fire on the move.
    Level 2: Adds a third Pulse Rifle and Focus Mode.
    Level 3: Adds a fourth Pulse Rifle and Spread Mode.

    “You want redundancies in case some idiot with a backhoe or a fisherman with a trash fire kills the cable.”
    Effect:
    Upgrades the X-1's Mounted Pulse Rifle to 2/3/4 attacks per shot.
    Grants Standard Mode and Focus Mode at Level 2.
    Grants Spread Mode at Level 3.
    Note to Future!Kith: SKETCH THE X-1, FOR REAL
    Show Spoiler
    Ability Name: Standard Mode
    Ability Button Description:
    Default firing mode. Features moderate splash damage.
    Ability Cooldown: 4 Seconds (shares a cooldown with other firing mode abilities)
    Effect:
    Equips the Pulse Rifle Turret weapon. Ability is disabled while the Pulse Rifle Turret weapon is equipped.
    Transient: Yes
    Hotkey: E


    Ability Name: Focus Mode
    Ability Button Description:
    Doubles base damage, but reduces splash radius to nothing.
    Ability Cooldown: 4 Seconds (shares a cooldown with other firing mode abilities)
    Effect:
    Equips the Focused Turret weapon. Ability is disabled while the Focused Turret weapon is equipped. Does not have a visual indicator.
    Transient: Yes
    Hotkey: R

    Focused Turret
    Damage: 10
    Attacks: 3/4
    Armor Reduction: 1
    Attack Speed: 0.35
    Splash: None
    Range: 10
    Attack on the move: Yes
    Noise Per Shot: 2


    Ability Name: Spread Mode
    Ability Button Description:
    Attack up to 4 different enemies at once, but split weapon focus among them.
    Ability Cooldown: 4 Seconds (shares a cooldown with other firing mode abilities)
    Effect:
    Equips the Spread Turret weapon. Ability is disabled while the Focused Turret weapon is equipped. Visual indicator is the Pulse Rifles mounted on the X-1 spreading conewise.
    Transient: Yes
    Hotkey: T

    Spread Turret
    Damage: 5
    Attacks: 1
    Armor Reduction: 1
    Attack Speed: 0.35
    Splash: None
    Range: 8
    Noise Per Shot: 2
    Special: Attacks up to 4 different units at once. Attacks cannot hit the same unit.


    Ability Name: 20 GOTO 10
    Ability Description:
    The Engineer gains a damage bonus that stacks up to 5 times for attacking a target repeatedly.

    Level 1: 5% bonus Weapon Damage per stack.
    Level 2: 10% bonus Weapon Damage per stack.
    Level 3: 15% bonus Weapon Damage per stack.

    “Iteration? Recursion? It's all the same to me.”
    Effect:
    See Ability Description. Dealing splash damage to other targets does not count as attacking a separate target. Stacks last for five seconds.


    TIER 2
    Ability Name:
    Workaround
    Ability Description:
    Increases attack speed and lowers the movement speed of damaged enemies.

    Level 1: Increases Attack Speed by 20% and lowers Movement Speed by 20%.
    Level 2: The X-1 deals 25% increased damage to slowed units.

    “As long as we never trade notes again, no one can tell which one of us was wrong.”
    Ability Button Description:
    Increases Attack Speed by 20% and lowers the Movement Speed of damaged enemies by 20% for 10 seconds. /The X-1 deals 25% increased damage to slowed units.
    Ability Cost: 25 Energy
    Ability Cooldown: 20 Seconds
    Effect:
    Increases the Engineer's Attack Speed by 20% for 10 seconds. Enemies damaged by the Engineer during this period have their Movement Speed lowered by 20%. Level 2 causes the slowed units to take 25% increased damage from the X-1's attacks and abilities.
    Hotkey: F


    Ability Name: A/B Testing
    Ability Description:
    Install missile pods on the X-1 that can be used to bombard an area.

    Level 1: Missile Swarm fires 10 missiles randomly within a 4 radius area.
    Level 2: Fires an additional 5 missiles within a 2 radius area.

    “It's entirely random for what we decide random is, it can't possibly produce a bad sample set.
    Ability Button Description:
    Command the X-1 to fire 10 missiles that deal 100 damage each randomly within a 4 radius. /5 additional missiles are fired in a 2 radius area in the center.

    Missiles can damage allies.
    Ability Cost: 25 Energy
    Ability Cooldown: 14 Seconds
    Ability Filters: Air, Ground
    Ability Range: Global
    Effect:
    The X-1 is ordered to use the Missile Swarm ability at the target location.
    Transient: Yes
    Hotkey: T
    Show Spoiler
    Hidden Ability
    Ability Name:
    Missile Swarm
    Ability Cooldown: None
    Ability Filters: Ground, Air
    Ability Range: 15
    Effect:
    Fires 10 missiles that deal 100 damage each randomly distributed among a 4 radius area. At level 2, 5 additional missiles are added to the barrage that are randomly distributed among a 2 radius area.
    Transient: No



    TIER 3
    Ability Name:
    Heartbleed
    Ability Description:
    The X-1 can deploy the Heartbleed Cannon, a powerful but dangerous laser that decimates everything in its path.

    Level 1: Deals 100 damage per second for 20 seconds to a single target and all units between the X-1 and the target.

    “It's not that bad of a vulnerability, it only affects everyone.”
    Ability Button Description:
    Command the X-1 to use the Heartbleed Cannon, which deals 100 damage per second for 20 seconds to a single target and all units between the X-1 and the target.

    Heartbleed can damage allies.
    Ability Cost: 50 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Air, Ground
    Ability Range: Global
    Effect:
    The X-1 is ordered to use the Heartbleed ability on the target unit.
    Transient: Yes
    Hotkey: G
    Show Spoiler
    Hidden Ability
    Ability Name:
    Heartbleed
    Ability Filters: Air, Ground
    Ability Range: 10
    Effect:
    The X-1 deals 100 damage per second for 20 seconds to the target unit and all units between it and the X-1. The ability can be extended up to 15 range. While Heartbleed is active, the X-1 cannot use other abilities or attack, but it is able to move.
    Transient: No


    Ability Name: Hard Brick
    Ability Description:
    The X-1 can overcharge its reactor and explode on an enemy, dealing a large amount of damage in a wide area.

    Level 1: Deals 3500 damage in a 5 radius on impact.

    “If you aren't careful, instead of having a fancy router running custom firmware, you'll have a paperweight.”
    Ability Button Description:
    Command the X-1 to seek out the target enemy and explode on it, dealing 3500 damage in a 5 radius on impact.

    Hard Brick can damage allies.
    Ability Cost: 50 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground
    Ability Range: Global
    Effect:
    The X-1 is ordered to use the Hard Brick ability on the target unit.
    Transient: Yes
    Hotkey: G
    Show Spoiler
    Hidden Ability
    Ability Name:
    Hard Brick
    Ability Filters: Air, Ground
    Ability Range: Global
    Effect:
    The X-1 enters Hover Mode and behaves like a Raven's Seeker Missile - it homes in on the target unit until it collides with it and then explodes, dealing 3500 damage to all units in a 5 radius. Once the order is given, the X-1 becomes uncontrollable and will attempt to seek out the target unit regardless of distance or obstacles.
    Transient: No
    Last edited: Jul 6, 2015
  2. Ramses II
    • Donator

    Ramses II Help, I can't change my title!

    Kithrixx: HEY
    Kithrixx: SQUIRT
    Kithrixx: I'M DRAFTING YOU
    Dwimmerlaik: hm?
    Dwimmerlaik: to do what?
    Kithrixx: http://notdstarcraft.com/threads/notd-2-the-engineer.2987/
    Kithrixx: POST
    Kithrixx: IN THIS THREAD
    Kithrixx: OF THREADS
    Dwimmerlaik: what do you want me to post?
    Kithrixx: your
    Kithrixx: feedback
    Kithrixx: i changed things
    Kithrixx: 4 u
    Kithrixx: 2 mak u happi
    Dwimmerlaik: multithreading doesn't synergize with service pack. Why would i waste time on multithreading when i can just use a different weapon.
    Kithrixx: b/c the point laser is one size fits all
    Dwimmerlaik: make it % damage
    Kithrixx: spread laser and charge laser aren't
    Kithrixx: no
    Kithrixx: b/c then
    Kithrixx: service pack becomes reliant on multithreading
    Dwimmerlaik: fine. make it half and half.
    Kithrixx: Kithrixx: no
    Kithrixx: b/c then
    Kithrixx: service pack becomes reliant on multithreading
    Kithrixx: the service pack weapons have drawbacks
    Kithrixx: if you want to go 1/3 in tier 1 and then use service pack weapons
    Kithrixx: fine
    Kithrixx: go for it
    Kithrixx: that's what its there for
    Kithrixx: service pack exists for ppl who want splash dmg or specialty weapons
    Kithrixx: and dont want to put points into multithreading
    Kithrixx: bc they'll never use it

    I did the thing.
    Last edited by a moderator: Mar 7, 2015
    • Butt Butt x 1
  3. Blaqk
    • Development Team
    • Webmaster/Ops

    Blaqk NOTD Staff: Operations and Web

    Long range FOTM is nice and all, but I don't think you realize just how long six seconds is in a combat situation.
  4. EdowardoLMP

    EdowardoLMP Well-Known Member

    Charge laser: 6 seconds was like twice the time deployed siege tank fired once.. That's loooooong... "Are we shooting yet?"
  5. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It's supposed to be 3.5. I forgot to change it.

    Also before anyone asks, 20 GOTO 10's stack duration is five seconds.
  6. EdowardoLMP

    EdowardoLMP Well-Known Member

    So it's like "It's Me Again + Synergy + 5 sec wears off shared with Robo X1", Okay. I supposed that the 1st stack acts like +5/10/15% perma damage like It's Me Again?
  7. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    20 GOTO 10 is a mixture between IMA and Synergy, yes. And I'll leave the first stack being "permanent" up to Arcane. I'm tempted to say no considering the Combat Engineer has already gotten some pretty significant buffs, but I'm not really concerned about it right now.

    The other half of Synergy was poured into Workaround, along with a portion of Boom Headshot.
  8. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    From a design perspective, do we want the X-1 to be the main damage dealer for an Engineer? Or should be be seen as a supporting character making the Engineer feel more like a hero (living the fantasy). Right now, it feels more like the Engineer is playing through the X-1 and the Engineer unit's role becomes support/item collection. That was true for NOTD 1 but not sure if it was the best choice. I feel we have room to try something different here since it's a blank slate.

    One way to return the emphasis to the Engineer is to make the X-1 a true support character. Some thoughts on execution:
    1. X-1 is uncontrollable and/or attacks units that the Engineer is attacking
    2. All X-1 abilities are executed on Engineer's command card
  9. stanK

    stanK Member

    Ever since I first seen the engineer I wanted what Ability just wrote in 2 lines. Unfortunately I fear that the overabundance of (duplicating) spells on units, and the usage of x1 as tank is going to make that impossible...
  10. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I don't really feel that the focus needs to be brought onto the Engineer any more than it already is. NOTD 2 already has many classes that are "the hero", so it's a safe move from a design perspective to offer one that isn't because it provides a unique method of gameplay. The decision to make the X-1 so important to the Engineer not only is for a design reason, but also factors into lore and balance decisions:
    • For lore, the Engineer is primarily a programmer/roboticist, so it would make sense that they rely heavily on their robot buddy in combat - they have military training, but they're not career soldiers like the Rifleman.
    • For balance, the Engineer is not very heavy on friendly fire skills so to balance out the strength of their abilities they must have a significant micro requirement compared to the other classes. Managing two units of equal importance allows me to give the Engineer skills of appropriate impact for its status as a Tier 3 class. If I was to make the X-1 less important or easier to manage, I would have to reduce the strength of the class on the whole.
    That all said, the suggestion of moving the X-1's abilities to the Engineer is possible, but it would require a significant amount of restructuring for both the design and detailing of the character, which... I don't really want to do.
  11. squish

    squish Well-Known Member

    Engi for NotD2 is fine, imho. I like how it shifts focus away from the engi - his being there is what allows his units the be there, too. That's enough focus on the engi - just by virtue of being there. If that makes any sense. I just woke up - will probably edit this post later.

    Edit: A thing.

    Kithrixx - would it be within the realm of sanity to remove the stack limit of 20 goto 10 since each one only lasts 5 seconds? (Or maybe no stack limit if both attack the same target)

    Another Edit: Another thing

    Lasers make noise?

    Another Edit Part 3: Another Thing: Redux!

    Does ARP poisoning have a target limit like NotD1 tower of doom?

    Yet Another Edit: wtfamidoingwithmylife edition:

    Is repair channeled like notd1? Or is it like weave? Is the Short Circuit removal 100% or chance based?

    IS IT? Yep, another edit.

    About Ozy's suggestion:
    Maybe have Service Pack levels channeled for a weapon depending on how long its been active?

    That'll reduce the easiness in which one sets the charge laser on with SP to nuke a boss.

    HM K I think I'm done editing.
    Last edited: Mar 10, 2015
  12. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    While it would be a neat mechanic to have a character that dealt more damage the faster they attacked, bosses would get shredded by an Engineer with a Minigun.

    The beam itself does not, but the laser makes things sizzle when it strikes them and there are capacitors and other things that make noise when the weapon fires.

    It does not.

    It's like Weave. The removal of the channel was to make mass Short Circuits take longer to remove. The removal is 100%.

    The ability to charge up 20 GOTO 10 and then swap to the Charge Laser to dunk a boss is an intended synergy, as is swapping to Spread Laser to debuff a ton of enemies with Workaround and then light them up with the Engineer.
  13. squish

    squish Well-Known Member

    True, but I guess make 20 goto 10 not affect minigun? lol
    Sizzle? Really? We're using sizzle as a noise now? :p I hardly think the charge laser should be making 50 noise/shot, but okay.
    Neat.
    So, heal 100 mech life/shields, then remove sc? Or..? I'm curious.
    I'd be willing to do a thing with the charge laser that it's a damage over time affect that would affect charge laser in increasing increments.
    Last edited: Mar 10, 2015
  14. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I would rather not.

    Probably because it's supposed to be making less than that. I'm dumb and forgot to change it - it's supposed to be 20. Charge Laser used to deal a lot more damage in its infancy.

    Mech life only, not shields. The Shield restoration was removed. That said, Repair cures SC on cast. I'm debating on making it cure SC per second, basically making the character immune to SC while it's active.

    I wouldn't. Charge Laser is how it is for a reason.
  15. Kenno

    Kenno Well-Known Member

    Great work Kith, the Engy is looking pretty good. I'll have to try and get on for a game sometime. Just a couple of quick questions about the Combat tree.

    Regarding Heartbleed, am I correct in assuming that this is a static attack on a single target and anything that is unlucky/stupid enough to get in its path? Also, I'm guessing the X-1 doesn't auto-aim the Heartbleed like the old Overdrive in NOTD1?

    I was just wondering about this as I noticed it does friendly fire, and this combined with auto-aim would create quite a few lulz for the other members of the team ;) (why do I have an evil grin on my face right now?)

    Last question. I see Heartbleed can be buffed by Workaround, if some unlucky/stupid player were to get hit by Heartbleed while the buff is active, I'm guessing they would also be graciously rewarded for their bad luck/stupidity with the movement penalty?
  16. EdowardoLMP

    EdowardoLMP Well-Known Member

    I think heartbleed is something similar like the fire chains effect in D3, right ? Was there a max range limit between the engi and the X1 in order to use heartbleed?

    I wonder if engi in left side map, X1 in right side map, and both move up the map parallel with heartbleed active...... A global death laser sweep ??
  17. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    It basically creates a damaging tether between the X-1 and the target unit. I'm debating on if Heartbleed should continue for the full duration (aka continuing to shoot the dead body) or if it should end when the target dies, but while it's active it will not re-acquire a target.

    Yes.

    Range of the ability is 15. I'm probably going to change it to 10 and have the max leash range be 15.
  18. Tantric Vigilante

    Tantric Vigilante Localboid Cultist

    Are all units going to be worth the same supply, or are bigger units going to be worth more?
  19. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    The latter.

    Also, note to self: make Heartbleed cost energy and put a button for it on the Engineer.
  20. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Changelog:
    • Energy Costs updated.
    • Tooltips rewritten.
    • X-1's Shields have been removed, but it has gained 1 health regeneration per second.
    • X-1's weapon has been changed from Point Laser to Pulse Rifle, which has a higher attack speed and splash radius but no default Fire on the Move capability.
    • Shellshock has been replaced by Enterprise Firewall, which provides a special shield to units near the Engineer.
    • The original Enterprise Firewall has been renamed Service Pack.
    • Packet Management has been rebalanced.
    • ARP Poisoning has been rebalanced.
    • Assimilate has been moved to the Engineer and given a new hotkey and Energy cost.
    • Transfer Protocol has been updated and now teleports the X-1 and all units near it to a predetermined location.
    • Multithreading has been rebalanced in light of the X-1's new weapon and given firing modes to toy with.
    • 20 GOTO 10 has been changed to Engineer-only due to the X-1's new relative power.
    • Workaround has been changed to an Engineer-only skill, but Level 2 can provide bonus damage to the X-1 by attacking the slowed units or using abilities on them.
    • The original Service Pack has been replaced by MISSILES, an ability that needs a name and flavor text. It commands the X-1 to fire missles at the target location.
    • Heartbleed has been reworked to have a greater focus on the Engineer and its damage effects clarified.
    • Pair Programming has been replaced by SUICIDE ATTACK, which like MISISLES needs a new name and flavor text. It basically turns the X-1 into a super Seeker Missile. The twin X-1s are being replaced because it was not particularly micro intensive or had much of a risk/reward to it (which is a problem given the class's Tier placement).

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