NOTD 2: The RiflemanSo with a new game comes newly updated stuff. For Arcane’s benefit, I will be making threads like these for each class to designate the differences between the versions and provide transparency on what exactly it is we’re doing. I would make a wiki article directly, but to be frank, time is getting a little tight and I’m not in the mood to learn a new formatting thing when I’ve got so much to do. Sorry, Thermidor. Because I know someone’s going to ask: Things on button tooltips that are in brackets designate levels or upgrades, with what applies that upgrade in parentheses afterwards (assuming it is not native to that ability). Depending on how these updates are received and how they perform, there is a possibility that some will be retrofitted to fit NOTD. However, don’t count on it. These updates are balanced around the concept of Variant Tier 3s and NOTD 2’s terrain and enemy composition. Base unit stats are the same unless otherwise noted. INNATES Focus Fire has been rebalanced slightly. It now offers weapon range and more weapon damage at the cost of a higher energy cost. Since Creep will not be nearly as prevalent in NOTD 2, Adaptive Leg Augments have been dropped. In its place, an attack speed boost has been added for the various Rifle-type weapons, to give the Rifleman something of a weapons niche appropriate to their name. Focus Fire Learning tooltip: None Button tooltip: Focus Fire [F] Energy Cost: 10 Cooldown: 10 seconds Increases weapon damage by [30%/35%/40%] (Weapons Proficiency), [weapon range by [1/2/3]] (Fire Up), and modifies attack speed by [-20%/-5%/+10%/+15%] (Fire Up) for 10 seconds. [Lowers the target’s movement speed by [15%/20%/25%] and attack speed by [5%/10%/15%]. Heroic units have a 50% resistance to slow effects.] (Crippling Fire) Rifle Proficiency Learning tooltip: None Button tooltip: Rifle Proficiency [Passive] (Placed under Marine Actions) The Rifleman gains a 7.5% attack speed bonus when using their starting weapon if it is an Assault Rifle, Marksman Rifle, or Laser Rifle. Adaptive Learning tooltip: None Button tooltip: Adaptive [Passive] (Placed under Marine Actions) The Rifleman equips weapons 50% faster. COMBAT Mostly the same. Some numbers have been moved around for what I believe is better progression, and a lot of tooltips are getting rewritten. TIER 1 Critical Strike Learning tooltip: The Rifleman has remarkable accuracy with most weapons, allowing them to strike at targets of opportunity at an increased rate. Critical damage varies based on the weapon being used. Level 1: 10% chance to deal bonus damage. Level 2: 20% chance to deal bonus damage. Level 3: 30% chance to deal bonus damage. “My rifle and I know that what counts in this war is not the rounds we fire, the noise of our burst, nor the smoke we make. We know that it is the hits that count. We will hit...” Button tooltip: Critical Strike [Passive] (Placed under Marine Actions) [10%/20%/30%] chance to deal bonus damage. Critical damage varies based on the weapon being used. Effects Information: BloodTargetImpact.m3 on targeted unit when bonus damage is applied. Fire Up Learning tooltip: The thrill of combat brings the Rifleman into a higher state of focus, providing additional offensive bonuses when using Focus Fire. Level 1: Increases attack speed by 15% and range by 1 while using Focus Fire. Level 2: Increases attack speed by 30% and range by 2 while using Focus Fire. Level 3: Increases attack speed by 45% and range by 3 while using Focus Fire. “This is my rifle. There are many like it, but this one is mine. My rifle is my best friend. It is my life. I must master it as I must master my life.” Button tooltip: See Innates section. Effects Information: HighYieldActiveCrystals.m3 on Center while Focus Fire is active. TIER 2 Weapons Proficiency Learning tooltip: Constant weapons drills have turned reloading weapons and absorbing their recoil into an act of muscle memory, making the Rifleman much more proficient at handling weapons. Level 1: Increases reload speed by 15% and increases Focus Fire damage by 5%. Level 2: Increases reload speed by 30% and increases Focus Fire damage by 10%. “My rifle is human, even as I, because it is my life. Thus, I will learn it as a brother. I will learn its weaknesses, its strength, its parts, its accessories, its sights and its barrel. I will keep my rifle clean and ready, even as I am clean and ready. We will become part of each other. We will...” Button tooltip: Weapons Proficiency [Passive] (Placed under Marine Actions) Increases reload speed by [15%/30%]. Fragmentation Grenade Learning Tooltip: Fragmentation Grenades are anti-personnel weapons that are designed to scatter shrapnel at high velocities upon detonation, wounding and potentially killing targets in a fairly large area. Because they rely on fragmented metal rather than the concussive strength of the grenade itself, these weapons have a fairly large radius of effect, but perform very poorly against armor and do almost nothing against shields. Grenades are affected by Critical Strike and Focus Fire’s damage bonus. Level 1: Deals 100 damage to enemies in a radius of 2 with a travel time of 1.5 seconds. Damage is reduced by 50% against Armored units and 95% against shields. Level 2: Deals 200 damage to enemies in a radius of 3 with a travel time of 1.5 seconds. Damage is reduced by 50% against Armored units and 95% against shields. “‘Almost’ counts in horseshoes and hand grenades. Thankfully, what you’re holding isn’t a horseshoe.” Button Tooltip: Fragmentation Grenade [E] Energy Cost: 25 Cooldown: 6 Range: 10 Throw a Fragmentation Grenade at the target area, dealing [100/200] damage to all enemies in a [2/3] radius on impact. Damage is reduced by 50% against Armored units and 95% against shields. Effects Information: Projectile: MagneticMineMissile.m3 Impact: BurrowChargeImpact.m3 TIER 3 MECHANICS NOTE: Keep in mind the player can only choose one of these. Bloodlust Learning Tooltip: Intoxicated by the rush of battle and slaying their enemies, the Rifleman enters a state of heightened reflexes and zeal and shoots with pinpoint accuracy for a brief period of time. Level 1: The Rifleman receives 50% bonus attack speed and damage for 15 seconds. “I happen to be a death-dealing, blood-crazed warrior who wakes up every day just hoping for the chance to dismember my enemies and defile their civilizations.” Button Tooltip: Bloodlust [W] Energy Cost: 25 Cooldown: 15 Gain 50% bonus attack speed and weapon damage for 15 seconds. MECHANICS NOTE: Yes, strictly weapon damage. If it buffed abilities too, that would make Grenadier kinda pointless. Effects Information: Rifleman Buff: BanelingEggNestBuffDamage.m3 Grenadier Learning Tooltip: The UGC Modular Grenade Launcher is an underslung grenade launcher weapon attachment that can be applied instantly to nearly any weapon. In the event of the weapon being incompatible, it can also be used alone. Grenade launchers are weapons that fire grenades with more accuracy, velocity, and range than a user could throw them. The UGC MGL uses an electromagnetic catapult mechanism rather than a firing assembly, allowing it to use both hand grenades and launcher grenades as ammunition. Grenades are affected by Focus Fire’s damage bonus and can Critical Strike. Level 1: Fragmentation Grenade gains additional range and damage if it is Level 2 and the Rifleman gains access to the Impaler Grenade and Plasma Grenade abilities. “Reach out and blow up someone.” Button Tooltips: Fragmentation Grenade [E] Energy Cost: 25 Cooldown: 6 Range: 15 Launch a Fragmentation Grenade at the target area, dealing 250 damage to all enemies in a 3 radius on impact. Damage is reduced by 50% against Armored units and 95% against shields. Usage puts the other grenade abilities on cooldown. Impaler Grenade[W] Energy Cost: 25 Cooldown: 6 Range: 15 Launch an Impaler Grenade at the target area, dealing 900 damage to all enemies in a 0.25 radius on impact. Usage puts the other grenade abilities on cooldown. Plasma Grenade[G] Energy Cost: 25 Cooldown: 6 Range: 15 Launch a Plasma Grenade at the target area, dealing 80 damage to all enemies in a 3 radius on impact and reduces their armor and shield armor by 5 for 10 seconds. Damage is increased by 300% against shields. Usage puts the other grenade abilities on cooldown. Effects Information: Frag Projectile: MissileTurretMissile.m3 Frag Impact: WidowMineImpact.m3 Impaler Projectile: ArcadeVikingMissileHoming.m3 Impaler Impact: MissileTurretImpact.m3 Plasma Projectile: GriffonFighterMissile.m3 Plasma Impact: HybridPlasmaMissileImpact.m3 SURVIVAL Precision Shot is getting adjusted and also swapped around. Saline IV is moving to Tier 2 (and getting a new name) so if you’re a player that doesn’t need it, you don’t have to spend a single point on it. TIER 1 Precision Shot Learning Tooltip: The Rifleman takes aim and fires a single well placed shot at the enemy, dealing high damage and slowing them. The target takes 50% additional damage if it is slowed or stunned. Precision Shot is affected by Focus Fire’s damage bonus and can Critical strike. If Focus Fire is active and has Crippling Strike’s upgrade, the bonus damage is applied automatically. Level 1: Deals 100 damage and slows target movespeed by 10% for 5 seconds. Level 2: Deals 200 damage and slows target movespeed by 20% for 5 seconds. Level 3: Deals 300 damage and slows target movespeed by 40% for 5 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...” Button Tooltip: Precision Shot [R] Energy Cost: 10 Cooldown: 5 Range: 15 Shoot accurately at a single target, dealing [100/200/300] damage and slowing them by [10/20/40]% for 5 seconds. The target takes 50% additional damage if it is stunned or slowed. Precision Shot is affected by Focus Fire’s damage bonus and can Critical strike. If Focus Fire is active and has Crippling Strike’s upgrade, the bonus damage is applied automatically. MECHANICS NOTE: Precision Shot does not have a wind-up as it does now. Effect Information: Attack: GhostSnipeBeam.m3 Slow debuff: TemporalFieldImpact.m3 Crippling Fire Learning Tooltip: Defensive combat training allows the Rifleman to effectively utilize suppressing action during Focus Fire, providing additional defensive bonuses when using Focus Fire. Level 1: Lowers the attacked target’s movespeed by 15% and attack speed by 5% for 1 second. Level 2: Lowers the attacked target’s movespeed by 20% and attack speed by 10% for 1 second. Level 3: Lowers the attacked target’s movespeed by 25% and attack speed by 15% for 1 second. “Sometimes, looking to incapacitate the enemy rather than kill them is the better option. Ethically? You should always shoot to wound. However, in this case, doing the right thing also has a tactical advantage: it takes two men to remove a wounded ally, but it takes zero to leave a dead one behind. Making injured rather than dead presents more opportunities for you and your squad to be useful.” Button Tooltip: See Innates section. Effects Information: HighYieldActiveCrystals.m3 on Center while Focus Fire is active. TemporalFieldImpact.m3 on slowed units. TIER 2 Self Aid Learning Tooltip: The Rifleman has been instructed in basic medical training, allowing them to treat most injuries that they may incur during active duty. The Rifleman’s powered exoskeleton also has a multitude of integrated injection modules which contain various antivenoms, coagulants, and saline. If the suit is in overdrive, it is even possible to set bones and mend fractures nearly instantly. Level 1: Restores 30 hitpoints and cures 1 Venom. Level 2: Restores 60 hitpoints and cures 1 Venom and 1 Open Wound. “The easiest way to stay alive is to stay healthy. It’s never “just a scratch” – treat every wound with the respect it deserves.” Button Tooltip: Self Aid [Q] Energy Cost: 20 Cooldown: 15 Heals the Rifleman for [30/60] health and cures [1 Venom/1 Venom and 1 Open Wound]. When under the effects of Repulse, use cures a fracture. Effect Information: MedicHeal.m3 on Center. Sonic Trap Learning Tooltip: A Sonic Trap is a device about the size of a briefcase that suspends 6 explosive charges inside an energy field. When a non-authorized entity draws near the device, one of the charges explodes, causing the energy field to expand rapidly in an attempt to contain the reaction. This creates a large non-lethal shockwave that is capable of pushing objects up to 250 pounds away without causing significant harm. Sonic Traps are popular with both security and military forces, as they can be used indiscriminately to disable insurgents or otherwise hostile forces without significant harm to civilians or property. Level 1: When an enemy passes within 3 radius, all non-heroic and non-massive units in a 5 radius are pushed back a distance of 5 and stunned for 0.5 seconds. Massive units are slowed by 20% and Heroic units are slowed by 10%. Level 2: When an enemy passes within 3 radius, all non-heroic and non-massive units in a 8 radius are pushed back a distance of 5 and stunned for 1 second. Massive units are slowed by 40% and Heroic units are slowed by 20%. “These things used to be way louder - it’s how they got their name, ‘cause they sounded like a sonic boom coming from a jet. Nowadays though, they’re all quiet when they throw you fifty friggin' feet.” Button Tooltip: Sonic Trap [H] Energy Cost: 45 Cooldown: 45 Sets a Sonic Trap at the target location. When an enemy passes within 3 radius of the trap, all non-heroic and non-massive units in a [5/8] radius are pushed back a distance of 5 and stunned for [0.5/1] seconds. Massive units are slowed by [20%/40%] and Heroic units are slowed by [10%/20%]. Effects Information: Unit model: ArcadeHunterKillerMissile.m3 Shockwave model: HybridPsionicShockwave.m3 TIER 3 ONCE AGAIN: Pick one, not both. Repulse Learning Tooltip: The Rifleman forces an enormous surge of energy into their suit’s capacitors and shields, accelerating their suit’s systems to overdrive and blasting the excess from its shield nodes in a searing flash of light and heat. This state of overdrive improves the suit’s basic functions for a brief time, increasing the defensive benefits provided by the exoskeleton considerably. Level 1: Non-Heroic units in a radius of 6 take 200 damage and are stunned for 5 seconds. Heroic units have their movement speed lowered by 50% for 5 seconds. The Rifleman gains 2 armor, 50% bonus movement speed, and an improved Self Aid for 10 seconds. “Your armor, not unlike a shield, is not just something that protects you. Used properly, it is also an effective weapon.” Button Tooltip: Repulse [W] Energy Cost: 25 Cooldown: 20 Non-Heroic units in a radius of 6 take 200 damage and are stunned for 5 seconds. Heroic units have their movement speed lowered by 50% for 5 seconds. The Rifleman gains 2 armor, 50% bonus movement speed, and an improved Self Aid for 10 seconds. Effect Information: Rifleman Buff: BanelingEggNestBuffEnergy.m3 Shockwave: HyperionEMP.m3 Heroic slow: HyperionEMPImpact.m3 (Center) Unit stun: UnitStunImpact.m3 (Overhead) K-9 Unit Learning Tooltip: Dogs have been used as companions in wartime situations for thousands of years and for a wide variety of uses. Most commonly, they are employed as sentries, scouts, and combat companions. Animal rights lobbyists (along with recent infestation fears) have generally phased out live combat companions, but the recent surge in robotics funding and research has provided a replacement that addresses both concerns. Level 1: The K-9 Unit is a versatile companion that can be used to aid in combat, scout, retrieve items, and defend areas. “Man’s best friend isn’t a dog anymore. It’s a dog shaped robot buddy.” Button Tooltip: K-9 Unit [G] Energy Cost: 75 Cooldown: 5 minutes Deploy a K-9 Unit robotic companion. Unit Stats: Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Names: Dogmeat, Barkspawn, Mahalo, Rex, Bandit, Rush, Blade Wolf, Rusty Unit Model: Predator (placeholder until Commlink makes us a robot wolf) Unit Soundset: Raven Unit Type: Mechanical, Light Health: 125 Health Regeneration: 0.45 Armor: 2 Shields: 25 Shield Regeneration: 1 Shield Armor: 2 Sight Range: 10 Detection Range: 10 Movespeed: 2.5 Weight Class: Light Backpack Size: 2, no item type restrictions Threat Rating: Ultra Low Attack: Titanium Claw Damage: 25 + 25 vs Light Armor Reduction: 0.5 Attack Speed: 0.4 Range: 1 Attack: Turret Damage: 15 + 5 vs Armored Armor Reduction: 0.5 Splash: 1.0 Attack Speed: 0.5 Range: 10, can fire on the move Abilities Mechanical (Passive) Mechanical units are immune to ailments, but can be hacked. Hacking can result in canceled orders, freezing, and possible hijacking of the unit. Low Profile (Passive) The K-9 Unit’s low profile makes it difficult to hit with gunfire, providing 50% evasion against ranged attacks. Backpack (Passive) The K-9 Unit is equipped with a satchel that it can use to store and transport items, but it cannot be used while the turret is deployed. If there are items being carried when the turret is deployed, they will be dropped automatically. Support Turret (Toggle) Hotkey: D Casting Time: 2 seconds on, 2 seconds off The K-9 Unit is equipped with a retractable, back-mounted rifle that can be deployed to engage targets at a distance or provide covering fire. The K-9 Unit is immobile when deploying or retracting the turret. Sprint Hotkey: Z Cooldown: 5 Increases movement speed by 35% for 10 seconds. Jump Hotkey: Q Cooldown: 15 Version: Heavy Jumping can allow the user to vault over obstacles and descend from small cliffs without injury. Jumping from a high cliff will result in damage. Hold Fire/Weapons Free (Toggle) Hotkey: F While Hold Fire is active, the K-9 Unit will not automatically acquire targets to attack.