NOTD 2: The Forward Observer

Discussion in 'Canceled Content' started by Kith, Oct 7, 2014.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    NOTD 2: The Forward Observer
    Help from up high

    Okay so maybe I was supposed to finish Tier 2 classes before moving to Tier 3, but I had the Forward Observer mostly done so I figured I’d just get it all of the way done. I know that quite a few people are looking forward to it, so I’ll serve it up for all you eager folks.


    Class Name: Forward Observer
    Class Biography: Forward Observers are experts at situational analysis and are authorized to allocate resources to complete their mission as they see fit. They have access to devastating artillery, but they can also call in additional infantry to bolster ground forces.
    Class Stats: Same as NOTD.
    Weight Category: Medium.
    Class Soundset: Goliath (Placeholder)


    INNATES
    Ability Name:
    Battlefield Surveyor
    Ability Button Description: The Forward Observer has an increased base sight range.
    Effect: Base Sight Range of 12.
    Button Location: Marine Actions

    Ability Name: Radio Operator
    Ability Button Description: All allied units gain +2 Sight Range.
    Effect: See Button Description.
    Button Location: Marine Actions


    FIRE SUPPORT
    Y’know, artillery. An eventual downside that will be implemented is collateral damage (you're in a city, after all). The other downside is that you can't use artillery indoors. Not a problem for most of the map, but a large portion of the Labs are considered to be "indoors", along with some of the areas in the lower right corner of the map.

    TIER 1
    Ability Name:
    Orbital Artillery
    Ability Description:
    The Forward Observer has access to an orbital artillery satellite, allowing them to call in fire missions. The Forward Observer has 500 shells and once depleted they cannot be replenished. Artillery will kill allies.

    Level 1: Precision Strike: Drops 1 shell in the target area.
    Level 2: Creeping Barrage: Drops 5 shells in a line at the target area.
    Level 3: Heavy Bombardment: Drops 10 shells in a 6 radius target area.

    “Artillery adds dignity to what would otherwise be an ugly brawl.”
    Ability Button Description:
    None
    Effect: Grants the relevant barrages per level.

    Show Spoiler
    SPECIAL BARRAGE STATS:
    Travel Time: This is the period of time between casting and effect. The default travel time for all shells is 8 seconds.
    Scatter: Random deviation from the target area. The default scatter for all shells is 2 radius.
    Cooldowns: All barrages have indepenedent cooldowns. It is entirely possible to use all three at once.

    Ability Name: High Explosive Shells
    Ability Button Description:
    High Explosive Shells deal 400 damage in a radius of 3.
    Effect: Displays the currently selected shell type for Orbital Artillery barrages. See Tier 2: Special Ammunition for more information.
    Button Location: Main
    Hotkey: None

    Ability Name: Precision Strike
    Ability Button Description:
    Drops a single shell at the target location. Artillery shells can damage and kill allies.
    Ability Cost: 20
    Ability Cooldown: 30 seconds
    Ability Filters: Ground, Air
    Ability Range: 15, ability target should reflect the amount of Scatter (so the target will be Radius 2 AOE by default)
    Effect: Drops a single shell on the target location. Once the ability is cast, the shell’s impact area should be shown with a Terran Area of Effect casting splat.
    Button Location: Main
    Hotkey: E

    Ability Name: Creeping Barrage
    Ability Button Description:
    Drops five shells in a line at the target location. Artillery shells can damage and kill allies.
    Ability Cost: 20
    Ability Cooldown: 30 seconds
    Ability Filters: Ground, Air
    Ability Range: 15, ability target should reflect the amount of Scatter (so the target will be Radius 2 AOE by default)
    Effect: Drops five shells in a line originating from the target location. Each shell is 2 distance away from the previous, so the second will be origin + 2, the third will be origin +4, so on and so forth. Once the ability is cast, the shell’s impact area should be shown with a Terran Area of Effect casting splat.
    Button Location: Main
    Hotkey: W

    Ability Name: Heavy Bombardment
    Ability Button Description:
    Drops ten shells in the target area. Artillery shells can damage and kill allies.
    Ability Cost: 20
    Ability Cooldown: 30 seconds
    Ability Filters: Ground, Air
    Ability Range: 15, ability target should reflect the area of effect
    Effect: Drops 10 shells in random locations within in a 6 radius.
    Button Location: Main
    Hotkey: Q


    Ability Name: Command Relay
    Ability Description:
    Improved communication with the commander on the Orbital Artillery satellite provides the Forward Observer with faster response times and better operational range.

    Level 1: Increases barrage range by 15, decreases travel time by 2 seconds.
    Level 2: Increases barrage range by 30, decreases travel time by 4 seconds.
    Level 3: Increases barrage range by 45, decreases travel time by 6 seconds.

    “Artillerymen believe the world consist of two types of people: targets and other Artillerymen.”
    Ability Filters: Self
    Effect: Increases the casting range of Precision Strike, Creeping Barrage, and Heavy Bombardment by 15/30/45. Decreases the travel time of Precision Strike, Creeping Barrage, and Heavy Bombardment by 2/4/6 seconds.


    TIER 2
    Ability Name:
    Special Ammunition
    Ability Description:
    The Forward Observer can request different shell types for their barrages to fit their needs.

    Level 1: Incendiary Shells become available.
    Level 2: Armor Piercing Shells become available.

    "There is NO job in the Field Artillery for the weak, the timid, or the indecisive."
    Ability Filters: Self
    Effect: Allows the player to rotate through shell types.
    Show Spoiler
    Ability Name: High Explosive Shells
    Ability Button Description:
    High Explosive Shells deal 400 damage in a radius of 3.
    Ability Cost: 0
    Ability Cooldown: 0
    Ability Filters: Self
    Effect: Displays the currently selected shell type for Orbital Artillery barrages. Rotates to Incendiary Shells when pressed.
    Button Location: Main
    Hotkey: R

    Ability Name: Incendiary Shells
    Ability Button Description:
    Incendiary Shells deal 5 damage per second and lower movement speed by 20% in a radius of 4 for 40 seconds.
    Ability Cost: 0
    Ability Cooldown: 0
    Ability Filters: Self
    Effect: Displays the currently selected shell type for Orbital Artillery barrages. Rotates to High Explosive Shells when pressed if Special Ammunition is at Level 1. Rotates to Armor Piercing Shells when pressed if Special Ammunition is at Level 2.
    Button Location: Main
    Hotkey: R

    Ability Name: Armor Piercing Shells
    Ability Button Description:
    Armor Piercing Shells deal 800 damage in a radius of 1.5.
    Ability Cost: 0
    Ability Cooldown: 0
    Ability Filters: Self
    Effect: Displays the currently selected shell type for Orbital Artillery barrages. Rotates to High Explosive Shells when pressed.
    Button Location: Main
    Hotkey: R


    Ability Name: Target Calculation
    Ability Description:
    Improved targeting increases potential barrage frequency and accuracy.

    Level 1: Reduces the cooldown of all barrages by 5 seconds and reduces shell scatter by 1.
    Level 2: Reduces the cooldown of all barrages by 10 seconds and reduces shell scatter by 2.

    “The harder the fighting and the longer the war, the more the infantry lean on the gunners.”
    Ability Filters: Self
    Effect: Reduces the cooldown of Precision Strike, Creeping Barrage, and Heavy Bombardment by 5/10 seconds. Reduces the scatter of all shell types by 1/2.


    TIER 3
    Ability Name:
    Rods from God
    Ability Description:
    Enormous tungsten rods suspended in orbit, Rods from God are devastating weapons that use a planet’s gravitational pull to accelerate towards their target. Once expended, they cannot be replaced.

    Level 1: Rods deal up to 6,000 damage to units closest to the center of a radius 9 area.

    “This is what you use when you want a nuke but don’t want the nasty radioactive nonsense to go with it.”
    Ability Button Description:
    Deals up to 6,000 damage to units closest to the center of a radius 9 area after a 10 second travel time.
    Ability Cost: 30
    Ability Cooldown: 0
    Ability Filters: Ground, Air
    Ability Range: 30
    Effect: Deals 200 damage in a radius of 9, 1,000 damage in a radius of 4, 3,000 damage in a radius of 3, 5,000 damage in a radius of 2, and 6,000 damage in a radius of 1. These damages are exclusive and do not stack. Ability has 4 charges and disappears from the Command Card once they are all spent.
    Button Location: Main
    Hotkey: G

    Ability Name: Hydra Gunship
    Ability Description:
    Hydra Gunships are equipped with triple 40mm autocannons to rain down a punishing hail of gunfire on enemies.

    Level 1: Calls in a Hydra Gunship that loiters in the area providing fire support for 30 seconds.

    “You know what they call the Hydra, right? Three heads of death.”
    Ability Button Description:
    Summons a Hydra Gunship. The Hydra has three 40mm autocannons that can be used to fire upon enemies.
    Ability Cost: 30
    Ability Cooldown: 150 seconds
    Ability Filters: Self
    Effect: Grants the Forward Observer 15 radius Air Vision, zooms out the camera and aligns it to be perpendicular with the ground. Camera and vision returns to normal once the ability ends.
    Button Location: Main
    Hotkey: G

    Show Spoiler
    The Gunship itself should be an invisible, invulnerable unit centered on the Forward Observer. Once the Gunship comes into play, it should use a hero icon not unlike Raynor or Zeratul above the command card so it can be selected quickly and easily. Alternately we can make a dialogue button appear above the Unit Information Panel that selects it when pressed. Whichever. Anyways, abilities!

    Ability Name: Alpha 40mm Battery
    Ability Button Description:
    Fires a 40mm cannon at the target area, dealing 60 damage per second for 6 seconds in a 3.5 radius.
    Ability Cooldown: 6 seconds
    Ability Filters: Ground
    Ability Range: 15
    Effect: Deals 60 damage per second for 6 seconds in a 3.5 radius. Look, I’ll be honest: it’s basically the Thor’s barrage. I wouldn’t even mind re-using the same visual effect.
    Button Location: Main
    Hotkey: Q

    Ability Name: Bravo 40mm Battery
    Ability Button Description:
    Fires a 40mm cannon at the target area, dealing 60 damage per second for 6 seconds in a 3.5 radius.
    Ability Cooldown: 6 seconds
    Ability Filters: Ground
    Ability Range: 15
    Effect: Deals 60 damage per second for 6 seconds in a 3.5 radius.
    Button Location: Main
    Hotkey: W

    Ability Name: Charlie 40mm Battery
    Ability Button Description:
    Fires a 40mm cannon at the target area, dealing 60 damage per second for 6 seconds in a 3.5 radius.
    Ability Cooldown: 6 seconds
    Ability Filters: Ground
    Ability Range: 15
    Effect: Deals 60 damage per second for 6 seconds in a 3.5 radius.
    Button Location: Main
    Hotkey: E



    INFANTRY SUPPORT
    Tiny friends! Because of how this tree is, I’m just going to shove all of the infantry stats and stuff into a Spoiler at the end.


    TIER 1
    Ability Name:
    Infantry Rifleman
    Ability Description:
    When artillery isn’t an option, the Forward Observer can request additional ground forces be allocated to a mission. These ground forces will join up with the Forward Observer, forming their own fireteam.

    Level 1: Infantry Riflemen become available for assignment.
    Level 2: Infantry Riflemen may use Burst Fire for their Assault Rifles.
    Level 3: Infantry Riflemen gain Adrenaline, which provides a boost to movement and attack speed.

    “Any fighting force’s most valuable resource is the boots on the ground with rifles in their hands.”
    Ability Button Description:
    Call in an Infantry Rifleman. The oldest Infantry Rifleman will assume the role of Squad Leader, providing bonus damage to the fireteam.
    Ability Cost: 30
    Ability Cooldown: 60 seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect: An Infantry Rifleman arrives via Drop Pod.
    Button Location: Main
    Hotkey: H

    Ability Name: Equipment Upgrade
    Ability Description:
    Specialized equipment and other items can be requisitioned for the fireteam, improving their effectiveness on the field.

    Level 1: Provides an additional ability.
    Level 2: Provides a passive stat bonus or ability upgrade.
    Level 3: Provides an additional passive stat bonus or ability upgrade.

    “Using the right tool for the right job gets a lot easier when your tools are high quality.”
    Effect: A LOT OF THEM. See the spoiler area at the end of the post for details.


    TIER 2
    Ability Name:
    Infantry Flamethrower
    Ability Description:
    An Infantry Flamethrower can be called in, providing the fireteam with a close combat specialist. Only one Infantry Flamethrower may be active at a time.

    Level 1: Increases fireteam size by 1. Infantry Flamethrowers become available for assignment.
    Level 2: Infantry Flamethrowers can use Slow Roast, which lowers enemy movement speed.

    “Fire is as much of a psychological weapon as it is a physical one. We use that to our advantage.”
    Ability Button Description:
    Call in an Infantry Flamethrower. They are durable and have a high damage output, but lack range.
    Ability Cost: 30
    Ability Cooldown: 120 seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect: An Infantry Flamethrower arrives via Drop Pod.
    Button Location: Main
    Hotkey: Y

    Ability Name: Infantry Marksman
    Ability Description:
    An Infantry Marksman can be called in, providing the fireteam with a long range specialist. Only one Infantry Marksman may be active at a time.

    Level 1: Increases fireteam size by 1. Infantry Marksmen become available for assignment.
    Level 2: Infantry Marksmen can use Explosive Round, which deals bonus damage and can stun enemies.

    “Anyone who tells you that accuracy is overrated is outright wrong.”
    Ability Button Description:
    Call in an Infantry Marksman. They are long range fighters adept at picking off enemies.
    Ability Cost: 30
    Ability Cooldown: 120 seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect: An Infantry Marksman arrives via Drop Pod.
    Button Location: Main
    Hotkey: N


    TIER 3
    Ability Name:
    Infantry Medic
    Ability Description:
    An Infantry Medic can be called in, providing the fireteam with a healer. Only one Infantry Medic may be active at a time.

    Level 1: Increases fireteam size by 1. Infantry Medics become available for assignment.

    “First to aid, last to die.”
    Ability Button Description:
    Call in an Infantry Medic. They are lightly armed, but can restore hitpoints and remove ailments.
    Ability Cost: 30
    Ability Cooldown: 120 seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect: An Infantry Medic arrives via Drop Pod.
    Button Location: Main
    Hotkey: G

    Ability Name: Infantry Grenadier
    Ability Description:
    An Infantry Grenadier can be called in, providing the fireteam with a heavy weapons specialist. Only one Infantry Grenadier may be active at a time.

    Level 1: Increases fireteam size by 1. Infantry Grenadiers become available for assignment.

    “One thing’s for certain: one cannot overestimate the usefulness of a grenade launcher.”
    Ability Button Description:
    Call in an Infantry Grenadier. They are equipped with a grenade launcher and a variety of grenades.
    Ability Cost: 30
    Ability Cooldown: 120 seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect: An Infantry Grenadier arrives via Drop Pod.
    Button Location: Main
    Hotkey: G

    Show Spoiler
    General information:
    • The Forward Observer has 8 Infantry Stock to work with. Calling down an Infantry unit reduces that stock by 1.
    • Weapon mods do not apply to Infantry.
    • The only medals/badges that apply to Infantry are those that specifically state that they do.
    • All Infantry have the following standard abilities: Attack, NOTD Stop, Sprint, Jump (Medium Weight Class), and Reload.
    • All Infantry will have a dummy ability for Equipment Upgrade showing what level of EU they have and what benefits are possible to be earned for them.
    • All Button Locations are assumed to be “Main”, as Infantry do not have submenus.
    • Infantry do not consume ammunition, but they do have to reload their weapons. Their magazines are 30 rounds.


    Infantry Rifleman
    Biological, Light
    Health:
    150
    Armor: 2
    Shields: 20
    Shield Armor: 2
    Movespeed: 2.35
    Sight: 8
    Weapon: Assault Rifle

    Ability Name: Squad Leader
    Ability Button Description:
    All units within the Forward Observer’s fireteam gain 5% bonus weapon damage.
    Ability Filters: Forward Observer, Infantry Rifleman, Infantry Marksman, Infantry Flamethrower, Infantry Medic, Infantry Grenadier
    Ability Range: Global
    Effect: Increases weapon damage dealt by 5%. Only the oldest Infantry Rifleman may have this ability. If the Squad Leader Infantry Rifleman dies, the units under the damage bonus effect will come under the effects of Disheartened. If there is another Infantry Rifleman on the field, they will immediately take up the Squad Leader position as soon as the original dies. The Squad Leader buff does not have a behavior icon.

    Behavior Name: Disheartened
    Behavior Description:
    This unit is suffering from low morale and deals 10% less total damage.
    Ability Filters: Forward Observer, Infantry Rifleman, Infantry Marksman, Infantry Flamethrower, Infantry Medic, Infantry Grenadier
    Ability Range: Global
    Effect: Reduces total damage dealt by 10%. Can only be removed by the affected units coming under the effect of an Infantry Rifleman’s Squad Leader buff.

    Gained from Level 2:
    Burst Fire Mode for the Infantry Rifleman’s Assault Rifle. Identical to the players’ version. Hotkey of W.

    Gained from Level 3:
    Ability Name:
    Adrenaline
    Ability Button Description:
    Increases movement and attack speed by 15% for 20 seconds.
    Ability Cooldown: 30 seconds
    Ability Filters: Self
    Effect: See Button Description.
    Hotkey: E

    Ability Name: Equipment Upgrade
    Ability Button Description:
    Level 1:
    Shotgun attachment for the Assault Rifle.
    Level 2: Lowers the Shotgun’s cooldown by 50%.
    Level 3: Increases the Squad Leader bonus to 10%.
    Effect: Displays the current level of Equipment Upgrade, what benefits have been earned, and what benefits have yet to be unlocked. Earned benefits will be displayed in white text whereas unearned benefits will be displayed in gray text.

    Gained from Equipment Upgrade 1:
    Ability Name:
    Underslung Shotgun
    Ability Button Description:
    Fire a shotgun round in the targeted direction, firing 12 pellets that deal 10 damage each.
    Ability Cooldown: 10 seconds
    Ability Filters: Ground, Air
    Ability Range: 6
    Effect: Attack is identical to the Assault Shotgun.
    Hotkey: D

    Gained from Equipment Upgrade 2:
    Underslung Shotgun’s cooldown is reduced to 5 seconds.

    Gained from Equipment Upgrade 3:
    The Squad Leader damage bonus is increased to 10% and is changed from Weapon Damage to Total Damage.


    Infantry Flamethrower
    Biological, Armored
    Health:
    200
    Armor: 4
    Shields: 40
    Shield Armor: 2
    Movespeed: 2.45
    Sight: 6
    Weapon: Flamethrower

    Gained from Level 2:
    Ability Name: Slow Roast
    Ability Button Description:
    The Infantry Flamethrower’s attacks lower their targets’ movement speed by 15% for 20 seconds.
    Ability Cooldown: 30
    Ability Filters: Ground
    Effect: See Button Description.
    Hotkey: W

    Ability Name: Equipment Upgrade
    Ability Button Description:
    Level 1: Grants the ability Hotfoot.
    Level 2: +4 Life Armor.
    Level 3: Hotfoot’s damage applies Slow Roast’s effect.
    Effect: Displays the current level of Equipment Upgrade, what benefits have been earned, and what benefits have yet to be unlocked.

    Gained from Equipment Upgrade 1:
    Ability Name:
    Hotfoot
    Ability Button Description:
    The Infantry Flamethrower surrounds themselves in flames, dealing 5 damage per second to nearby units for 20 seconds.
    Ability Cooldown: 30
    Ability Filters: Ground, Air
    Effect: Deals 5 damage per second to units within a 2.5 radius. Does not damage self. Can damage allies.
    Hotkey: E

    Gained from Equipment Upgrade 2:
    +4 Life Armor.

    Gained from Equipment Upgrade 3:
    Hotfoot’s damage can now apply Slow Roast’s effect.


    Infantry Marksman
    Biological, Light
    Health:
    100
    Armor: 0
    Shields: 20
    Shield Armor: 0
    Movespeed: 2.35
    Sight: 10
    Weapon: Marksman Rifle

    Gained from Level 2:
    Ability Name:
    Explosive Round
    Ability Button Description:
    Deals 100 damage and slows the target’s movement speed by 20% for 5 seconds. If the target dies, they explode, dealing 50 damage to nearby enemies and stunning them for 2 seconds. Heroic units are immune to the slow and the stun.
    Ability Cooldown: 30
    Ability Filters: Ground, Air
    Ability Range: 15
    Effect: See Button Description.
    Hotkey: E

    Ability Name: Equipment Upgrade
    Ability Button Description:
    Level 1:
    Grants the ability Stabilizing Bipod.
    Level 2: Increases Attack Speed by 20%.
    Level 3: Explosive Round now explodes regardless of if the target dies. Heroic units are slowed by the explosion.
    Effect: Displays the current level of Equipment Upgrade, what benefits have been earned, and what benefits have yet to be unlocked.

    Gained from Equipment Upgrade 1:
    Ability Name:
    Stabilizing Bipod
    Ability Button Description:
    Increases total damage dealt by 25% while active, but also renders the Infantry Marksman Immobile.
    Ability Casting time: 1.5 to set up, 1.5 to tear down.
    Ability Filters: Self
    Effect: See Button Description. Is a toggle.
    Hotkey: W

    Gained from Equipment Upgrade 2:
    Increases Attack Speed by 20%.

    Gained from Equipment Upgrade 3:
    Explosive Round now explodes regardless of if the target dies. Heroic units damaged by the explosion have their movement speed lowered by 20% for 5 seconds.


    Infantry Medic
    Biological, Light
    Health:
    150
    Armor: 2
    Shields: 20
    Shield Armor: 2
    Movespeed: 2.35
    Sight: 6
    Weapon: Pistol

    Ability Name: Heal
    Ability Button Description:
    Restore 1 hitpoint per second to the target unit.
    Ability Filters: Allied, Self
    Ability Range: 1.5
    Effect: Heals 1 hitpoint per second on the target unit. Disables attack while active.
    Hotkey: E, Right Click enabled

    Ability Name: Equipment Upgrade
    Ability Button Description:
    Level 1:
    Grants the ability Cure.
    Level 2: Doubles Heal’s efficiency.
    Level 3: Reduces Cure’s cooldown to 10 seconds.
    Effect: Displays the current level of Equipment Upgrade, what benefits have been earned, and what benefits have yet to be unlocked.

    Gained from Equipment Upgrade 1:
    Ability Name:
    Cure
    Ability Button Description:
    Removes a random ailment stack from the target.
    Ability Cooldown: 15 seconds
    Ability Filters: Allied, Self
    Ability Range: 2
    Effect: See Button Description.
    Hotkey: W

    Gained from Equipment Upgrade 2:
    Heal restores 2 hitpoints per second.

    Gained from Equipment Upgrade 3:
    Reduces Cure’s cooldown to 10 seconds.


    Infantry Grenadier
    Biological, Light
    Health:
    150
    Armor: 2
    Shields: 20
    Shield Armor: 2
    Movespeed: 2.35
    Sight: 8
    Weapon: Grenade Launcher (does not function as an actual weapon)

    Ability Name: High Explosive Grenade
    Ability Button Description:
    Deals 300 damage in a radius of 2.
    Ability Cooldown: 15
    Ability Filters: Ground, Air
    Ability Range: 15
    Effect: See Button Description.
    Hotkey: E

    Ability Name: Equipment Upgrade
    Ability Button Description:
    Level 1:
    Grants Flashbang and Blackout grenades.
    Level 2: Reduces the cooldown of grenades to 10 seconds.
    Level 3: Increases the area of effect of the grenades to 3.
    Effect: Displays the current level of Equipment Upgrade, what benefits have been earned, and what benefits have yet to be unlocked.

    Gained from Equipment Upgrade 1:
    Ability Name:
    Flashbang Grenade
    Ability Button Description:
    Stuns all units within a radius of 2 for 3 seconds.
    Ability Cooldown: 15
    Ability Filters: Ground, Air
    Ability Range: 15
    Effect: See Button Description.
    Hotkey: R

    Ability Name: Blackout Grenade
    Ability Button Description:
    Reduces Shields and then Energy by 200 in a radius of 2.
    Ability Cooldown: 15
    Ability Filters: Ground, Air
    Ability Range: 15
    Effect: See Button Description.
    Hotkey: W

    Gained from Equipment Upgrade 2:
    Reduces the cooldown of High Explosive Grenade, Flashbang Grenade, and Blackout Grenade to 10 seconds.

    Gained from Equipment Upgrade 3:
    Increases the area of effect of High Explosive Grenade, Flashbang Grenade, and Blackout Grenade to 3.
    Last edited: Oct 9, 2014
  2. squish

    squish Well-Known Member

    What's the stun duration on flash bang?

    Damage consistency with Rods from God

    What happened to Shield Buster and such? Is that a Notd1 exclusive thing?
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    3 seconds. Sorry about that.

    Intended.

    It's entirely likely that Shield Buster, Big Sting, and Two Step Goodbye are not going to get used by NOTD - while the design exercise was nice, NOTD has largely stopped production beyond a handful of things such as bugfixes or translation work. I personally prefer the Infantry Grenadier over Dogs of War because the Infantry Grenadier requires more micromanagement. Additionally, it fits better thematically for the tree on the whole and also when comparing it to the Infantry Medic.
  4. Yuey
    • Warden

    Yuey Warden

    What's the initial fireteam size with only Squad Leader and Riflemen? Assuming that the current fireteam size is the same as the new one, you can have 2 Riflemen, 1 Squad Leader, 1 Marksmen, 1 Flamethrower and 1 T3 Infantry once you maxed them all out? And these 6 infantry units draw from the same pool of 8 units? Is it possible, since you didn't limit the number of riflemen, to just use the T2 upgrades to get a larger fireteam of riflemen and ignore dropping down the flamer/marksman?
  5. Eagle 11

    Eagle 11 Well-Known Member

    Is this an Aura or affects himself and the minis only ?
    All those years into the future and they are still using White Phosphor ? Why not something more advanced.
    This wouldve make sense if setting was Earth instead Mars. There would have much thinner atmosphere and weaker gravity despite terraformation efforts, if achieved any at all.
    Is this a passive or an actively used skill.
    Are there anything new about this like different travel path for gunship instead circling around, seperate overheating for each different turret, to fire a limited quantity secondary ammo ?
    Have wondered isnt this more of an drawback, considering denying an area is what an artillery barrage does.
    Tell about spells this unit will use. Is it healbeam + SL or a medkit-like buff ?
    Tell about Grenades variety.
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Initial fireteam size is 1. Each Tier 2 and Tier 3 increases that by 1, up to 4.

    Yes.

    It is a global effect that effects all allied units.

    What would you propose?

    Rule of Cool.

    You should probably check the spoiler full of all of the infantry stats/ability stats at the end of the post.

    You can find information about the Gunship under the spoiler.

    Greater accuracy is never a drawback.

    You can find information about both of these things under the spoiler at the end of the post containing all of the infantry stats and ability information.
  7. RoboMonkey

    RoboMonkey Well-Known Member

    FO with Goliath sound set... can't we just keep the normal diamond back voice, it works so perfectly, makes the FO sound like a slick, ready for action kinda guy. (Goliath voice is gonna make it sound like he lost his voice to smoking and has to use one of them throat boxes, lolz. Plus the Goliath voice would work much better with the technician or some other mechanized unit.)

    Are the T-Rods gonna be more/less/around the same amount of damage as a Mando's Nuke, and will they be affected by ammo mods?

    Replacing the Asgard with a new gunship eh? Tell us, what will the Hydra's model be? I can see a supersized banshee working. (like how the Asgard was a Battlecruiser)
  8. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    I've wanted the FO as the Goliath for a loooooooooooong time. I've never liked the Diamondback voice set. That said, it's a placeholder - I'm getting a voice actor to supply a custom soundset.

    Ye Olde Opsmando is not getting nukes in NOTD 2. They will be getting a replacement that accomplishes the same task, howveer. That said, no - ammo mods only work with weapon damage.

    Nothin'. Hydra will be invisible to prevent the gunship from flying through people's cameras.
    • Winner Winner x 1
  9. RoboMonkey

    RoboMonkey Well-Known Member

    OMG, if I didn't have a serious studder, I would totally beg you to let me do the FO quotes, lolz.

    GG, Mango ops without a nuke... you gonna make a lot ppl really disappointed XD.

    *marines look up at sky* "WHAT THE HELL'S MAKE'N LOUD NOISES AND SHOOT'N SHIT?!
  10. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Bruh, if you wanted to do lines, I wouldn't say no.

    They can get over it, he's getting an Ion Cannon.
  11. ozzy

    ozzy Member

    how many tungsten rods are avaliable in a game
  12. RoboMonkey

    RoboMonkey Well-Known Member

    And this wasn't though of in NOTD 1 before BECAUSE?!!! XD
  13. RoboMonkey

    RoboMonkey Well-Known Member

    grammar nazi....
  14. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    The RfG ability has 4 charges.

    Because Nuke was easier to do.
  15. RoboMonkey

    RoboMonkey Well-Known Member

    Oh... WAIT A MINUTE?! Did the FO loss its surveillance flare?
  16. Arturia

    Arturia Well-Known Member

    Do the grenades share cool down or operate under separate cool downs for the Grenadier?
  17. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Yes.

    They are separate.
  18. Stereo
    • Development Team

    Stereo Paper Boy

    I assume Battle Intel was renamed as Radio Operator?
  19. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    No. Radio Operator is passive.
  20. Markus_Black

    Markus_Black Member

    Love it
    Also that Infantry tree is going to require some Diamond level micro.(still like it)
    and if you are doing custom voice acting why don't you take it from the community, more than one of us has a good voice I am sure.

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