NOTD 2: The Technician

Discussion in 'Canceled Content' started by Kith, Feb 27, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton


    I don’t know what to put here. Read the thread.

    Class Name: Technician
    Class Biography: Technicians are construction specialists, equipped with nanites to rapidly deploy field defenses. While not intended to be on the frontlines, they are resourceful and surprisingly effective in combat.
    Class Stats:
    Hitpoints:
    300
    Hitpoint regen: 0.5
    Energy: 150
    Energy regen: 1
    Armor: 4
    Movespeed: 2.35
    Weight Class: Heavy


    INNATES
    Ability Name:
    Heavy Plating
    Ability Button Description:
    The UGC Bulwark Armor provides an additional level of personal protection, granting immunity to rating loss from hits.
    Effect:
    The Technician is immune to rating loss from hits.


    Ability Name: Life Support
    Ability Button Description:
    The Technician’s armor is designed for construction and surviving cave-ins, granting immunity to Venom and Open Wounds but losing the ability to support shields of any kind.
    Effect:
    The Technician is immune to the Open Wound and Venom ailments, but has no shields whatsoever and cannot be effected by shield-granting skills such as Nanoshield.


    STRONGHOLD
    Master of static emplacements, this is the tree for fortifying a location for your team. Sit down, set up shop, and never leave. It should be noted that the structures that Stronghold can produce build over time and while building take double damage.

    TIER 1
    Ability Name:
    Caltrops
    Ability Description:
    Caltrops are tiny anti-personnel mines that explode when stepped upon by any unit, dealing minor damage and lowering movement speed by 35% for 5 seconds.

    Level 1: Scatters 20 Caltrops in a 2.5 radius.
    Level 2: Scatters 30 Caltrops in a 3.0 radius.
    Level 3: Scatters 40 Caltrops in a 3.5 radius.

    “Imagine stepping on a Lego that explodes.”
    Ability Button Description:
    Fire a canister that scatters 20/30/40 Caltrops in a 2.5/3.0/3.5 radius. Caltrops deal 25 damage and lower the movement speed of damaged units by 35% for 5 seconds.

    Caltrops can damage allies.
    Ability Cost: 25 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect:
    Launches a projectile that explodes in midair once it reaches its destination, creating 20/30/40 randomly placed Caltrops in a 2.5/3.0/3.5 radius.
    Hotkey: V

    Show Spoiler
    Caltrop (Unit)
    10 Health (non-visible health bar)
    Light
    Unselectable, Benign
    Pathing: No

    Ability Name: Detonate
    Effect:
    When any ground unit passes within 1 radius, deals 25 damage to all ground units in a 1.5 radius and reduces their movement speed by 35% for 5 seconds. This ability does not damage other Caltrops.


    Ability Name: Barricade
    Ability Description:
    Barricades block movement and provide directional defensive bonuses against ranged attacks.

    Level 1: Barricades have 200 health.
    Level 2: Barricades have 250 health and are outfitted with barbed wire.
    Level 3: Barricades have 300 health and are outfitted with razor wire.

    “Instant cover, just add nanites!”
    Ability Button Description:
    Create a Barricade at the target location. Barricades block movement and absorb 50% of ranged damage attacks for allied units within a 2 radius. Only 4 Barricades may be active at a time.
    Ability Cost: 35 Energy
    Ability Cooldown: 2 seconds
    Charge Generation: 20 seconds
    Max Charges: 4
    Ability Filters: Ground, 1x1 Build Grid
    Ability Range: 1.5
    Effect:
    Create a Barricade at the target location. Ability becomes disabled if 4 Barricades are active, but still generates charges during that time.
    Hotkey: Q

    Show Spoiler
    Barricade (Unit)
    200/250/300 Health
    1x1 Structure, Blocks Pathing
    Benign
    4 Armor
    Build Time: 10 seconds

    Important AI detail about these things: Enemies should ignore them unless they prevent access to the players. They’re just boxes – the infested shouldn’t act like they’re full of meat.

    Ability Name: Destroy
    Ability Button Description:
    Instantly destroys the structure.
    Effect:
    See above. Suicide for your buildings so you can build more.
    Hotkey: D

    Ability Name: Cover
    Range: 2 radius
    Effect:
    If a Barricade is between an allied unit and any source of ranged damage, the damage is split evenly between the allied unit and the Barricade.

    Ability Name: Barbed Wire
    Effect:
    Units attacking the Barricade in melee take 10 damage per hit.

    Ability Name: Razor Wire
    Effect:
    Units attacking the Barricade in melee take 20 damage per hit.

    Ability Name: Trample prone
    Effect:
    Massive units can pass through Barricades and destroy them instantly. If the Barricade has Barbed wire, this deals 25 damage to the Massive unit. If the Barricade has Razor Wire, this deals 50 damage to the Massive unit.



    TIER 2
    Ability Name:
    Gundeck
    Ability Description:
    A platform structure that has a variety of firing positions, the Gundeck grants several bonuses to those that stay within it.

    Level 1: Increases Attack Speed by 15% and Reload Speed by 15%.
    Level 2: Also increases Weapon Damage by 15% and Range for most weapons by 3.

    “Level ground and a bar to steady on will go a long way.”
    Ability Button Description:
    Deploy a Gundeck at the target location, providing 15% increased Attack Speed and Reload Speed/15% increased Weapon Damage, Attack Speed, Reload Speed, and +3 Weapon Range to those within. Only 1 Gundeck may be active at a time.
    Ability Cost: 60 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, 3x3 Build Grid
    Ability Range: 2
    Effect:
    Creates a Gundeck at the target location.
    Hotkey: H

    Show Spoiler
    Gundeck (Unit)
    100 Health
    3x3 Structure, No Pathing
    Build Time: 15 Seconds

    Ability Name: Destroy
    Ability Button Description:
    Instantly destroys the structure.
    Effect:
    See above. Suicide for your buildings so you can build more.
    Hotkey: D

    Ability Name: Firing Platform (Level 1)
    Effect:
    +15% Attack Speed and Reload Speed to all units within the Gundeck’s unit radius. Units must be completely within the Gundeck’s radius to get the bonus.

    Ability Name: Firing Platform (Level 2)
    Effect:
    +15% Weapon Damage, Attack Speed, Reload Speed, and +3 range to all units within the Gundeck’s unit radius. Units must be completely within the Gundeck’s radius to get the bonus.


    Ability Name: Spotlight
    Ability Description:
    Tactical spotlights bathe an area in blinding light, revealing the location and lowering the movement speed of units under the light’s focus.

    Level 1: Reveals and detects a 3.5 radius area and lowers the movement speed of units within by 7.5%.
    Level 2: Reveals and detects a 4.5 radius area and lowers the movement speed of units within by 15%.

    “Forget a fancy heads-up display, we have the Bat Signal.”
    Ability Button Description:
    Place a spotlight that can be used to reveal and detect a 3.5/4.5 radius area. Units near the Spotlight or the revealed area gain vision of the revealed area. Only one Spotlight may be active at a time.

    The Spotlight can reveal invisible allies to the enemy.
    Ability Cost: 60 Energy
    Ability Cooldown: 60 seconds
    Ability Filters: Ground, 2x2 Build Grid
    Ability Range: 2
    Effect:
    Creates a Spotlight unit at the target location.
    Hotkey: T

    Show Spoiler
    Spotlight (Unit)
    100 Health
    2x2 Structure, Blocks Pathing
    Benign
    Build Time: 20 Seconds

    Ability Name: Destroy
    Ability Button Description:
    Instantly destroys the structure.
    Effect:
    See above. Suicide for your buildings so you can build more.
    Hotkey: D

    Ability Name: Spotlight
    Ability Button Description:
    Reveal and detect a 3.5/4.5 area and lower the movement speed of all units within by 7.5%/15%. Units near the Spotlight and the revealed area gain vision of the revealed area.

    Spotlight can reveal invisible allies to enemy units.
    Effect:
    See Button Description. If a unit is within 2.5 radius of the Spotlight or a 7 radius of the revealed area, they gain vision of the revealed area.
    Hotkey: E


    TIER 3
    Ability Name:
    Black Hound
    Ability Description:
    The Black Hound is a turret equipped with an autocannon that can swap between High Explosive and Armor Piercing ammunition to combat different threats.

    Level 1: HE shells have radial splash and are effective against Light units. AP shells have linear splash but deal good damage to all units.

    “It is so nicknamed because if you see those glowing red eyes… you’re probably gonna die.”
    Ability Button Description:
    Deploy a Black Hound turret. The Technician must enter the Black Hound to activate and use it.

    The Black Hound's weapon can damage allies.
    Ability Cost: 80 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, 2x2 Build Grid
    Ability Range: 2
    Effect:
    Creates a Black Hound at the target location. Only one may be active at a time.
    Hotkey: G

    Show Spoiler
    Black Hound (Unit)
    300 Health
    2x2 Structure, Blocks Pathing
    Armored, Structure
    5 Armor
    Unit Sight: 10
    Build Time: 20 Seconds

    HE Cannon (Weapon) (Default)
    Damage: 150
    Bonus: +150 vs. Light
    Armor Reduction: 10
    Attack Speed: 2
    Splash: 2.25 radial
    Range: 15, Ground/Air
    Noise Level: 30

    AP Cannon (Weapon)
    Damage: 300
    Armor Reduction: 0
    Attack Speed: 2
    Splash: 2.25 length, 0.35 width
    Range: 15, Ground/Air
    Noise Level: 30

    Ability Name: Man the Guns
    Ability Button Description:
    Load the Technician into the Black Hound, allowing use of its weapon.
    Ability Cooldown: 5 seconds
    Ability Filters: Technician
    Ability Range: 2.5
    Effect:
    Places the Technician in the Black Hound. The Technician can still be selected while in the turret, but cannot use any abilities except for Caltrops. This ability can be smart-cast by right-clicking the Black Hound while the Technician is selected.
    Hotkey: E

    Ability Name: Abandon
    Ability Button Description:
    Have the Technician exit the Black Hound.
    Ability Cooldown: 5 seconds
    Effect:
    Causes the Technician to exit the Black Hound.
    Hotkey: E

    Ability Name: Ammunition Swap
    Ability Button Description:
    (Toggle ON)
    Load Armor Piercing shells.

    (Toggle OFF)
    Load High Explosive shells.
    Effect:
    Toggle on swaps the Black Hound’s weapon to the AP Cannon, toggle off swaps it back to the HE Cannon.
    Hotkey: R

    Ability Name: Scuttle
    Ability Button Description:
    Destroys the Black Hound instantly.
    Effect:
    Suicide button, yadda yadda. If used while the Technician is inside, the Technician auto-exits harmlessly.
    Hotkey: D


    Ability Name: Combat Architect
    Ability Description:
    The Technician overcharges their construction Nanites, allowing them to build faster, more cheaply, and provide health regeneration to the structures the construct.

    Level 1: Reduces the cost, cooldown, and build times of all structures and grants them significant health regeneration.

    “It’s no magic toolbag, but it gets the job done.”
    Effect:
    • Reduces the Energy Cost of Barricade by 15.
    • Reduces the Charge Generation Cooldown of Barricade by 10 seconds.
    • Reduces the Build Time of Barricades by 7 seconds.
    • Reduces the Energy Cost of Gundeck by 30.
    • Reduces the Cooldown of Gundeck by 40.
    • Reduces the Build Time of Gundeck by 7 seconds.
    • Reduces the Energy Cost of Spotlight by 30.
    • Reduces the Cooldown of Spotlight by 30.
    • Reduces the Build Time of Spotlight by 7 seconds.
    • Barricade, Gundeck, and Spotlight units have their Health Regeneration increased by 5.

    KILLDOZER
    Yes.

    TIER 1
    Ability Name:
    Tow Line
    Ability Description:
    The Technician can use their towing winch to pull units and items towards them quickly.

    Level 1: Can pull Non-Massive Enemies and Items.
    Level 2: Allows the pulling of Air Enemies and Allied units.
    Level 3: Allows the pulling of Massive units.

    “When asking politely isn’t enough.”
    Ability Button Description:
    Grab the target unit or item, pulling them towards the Technician quickly.
    Ability Cost: 15 Energy
    Ability Cooldown: 5 Seconds
    Ability Filters: See Effect.
    Ability Range: 10
    Effect:
    Hey look it’s Abduct with a new coat of paint that can target new and interesting things per level:
    • Level 1: Non-Massive Ground Enemies and Items.
    • Level 2: Non-Massive units, Airborne units, and Items.
    • Level 3: Anything that isn’t a structure.
    Air units that get snagged are pulled to the ground, getting stunned and becoming targetable by Ground-only weapons for 2 seconds.
    Hotkey: E


    Ability Name: Maintenance
    Ability Description:
    The Technician can re-purpose their construction nanites to perform constant repairs on their armor, increasing their health regeneration significantly.

    Level 1: Increases Health Regeneration by 2.5.
    Level 2: Increases Health Regeneration by 5.
    Level 3: Increases Health Regeneration by 7.5.

    “Walk it off. You’ve got a robot suit.”
    Ability Button Description:
    Increases Health Regeneration by 2.5/5/7.5.
    Effect:
    Normally, passives do not have buttons. However, this one does, because it will later upgrade into a toggle.


    TIER 2
    Ability Name:
    Mad Spark
    Ability Description:
    Mad Sparks are sensory overload devices designed to distract and baffle enemies with blaring sounds and flashing lights.

    Level 1: Mad Spark has 100 hitpoints and a 10 second duration.
    Level 2: Hitpoints increased to 300.

    “It’s impossible to think straight with one of these going off, much less shoot straight.”
    Ability Button Description:
    Throw a device that causes all enemies in a 4 radius to attack it for 10 seconds.
    Ability Cost: 40 Energy
    Ability Cooldown: 10 Seconds
    Ability Filters: Ground
    Ability Range: 10
    Effect:
    Throws a projectile at the target location. On impact, creates a Mad Spark unit.
    Hotkey: W

    Show Spoiler
    Mad Spark (Unit)
    100/300 Health
    Unselectable
    10 second timed life (visible timer)
    2.5 Movement Speed

    Ability Name: Distraction
    Effect:
    Basically a permanent and passive version of the Demolitions’ Provoke.

    Ability Name: Fumble
    Effect:
    Attacks cause the Mad Spark to tumble away from the attacker. It's basically a flee effect.


    Ability Name: Techflame
    Ability Description:
    The Technician can utilize a cave-in rescue protocol to turn their nanites into a violent cloud that disintegrates anything nearby at the cost of the Health Regeneration bonuses from Maintenance.

    Level 1: Deals 10 damage per second in a 2 radius.
    Level 2: Deals 20 damage per second in a 3 radius.

    “Personal space, guaranteed.”
    Ability Button Description:
    Units within a 2/3 radius take 10/20 damage per second.

    Techflame can damage allies.
    Ability Cooldown: 5 seconds
    Ability Filters: Air, Ground
    Effect:
    Upgrades Maitenence with a toggle. When turned on, Immolation happens instead of health regeneration. Important to note: Techflame does not damage the Technician.
    Hotkey: F


    TIER 3
    Ability Name:
    Rampage
    Ability Description:
    The Technician unleashes all of their repressed anger and feelings of inadequacy, turning their exosuit into a war machine and losing their ability to differentiate between friend and foe.

    Level 1: Gain many bonuses while active, but treat allied units as enemies.

    “Nerd rage stops being so impotent and funny when the nerd has a giant robot suit with unlimited strength.”
    Ability Button Description:
    Toggle ON:

    Gain 100 Maximum Health, 2 Health Regeneration, 50% increased melee damage, 50% increased attack speed, and 25% increased movement speed.

    Rampage causes you to treat allied units as enemies while active.
    Toggle OFF:
    Return to normal stats and alliances.
    Ability Cost: 0.75 Energy per second
    Ability Cooldown: 20 Seconds
    Effect:
    See Button Description.
    Hotkey: G


    Ability Name: Consume
    Ability Description:
    The Technician can use their nanites to quickly break down a target and convert it into materials to repair themselves with, draining more health the less health the Technician has.

    Level 1: Drain 10 hitpoints per second from the target unit. Drain amount is increased by 5% for every 1% health the Technician is missing.

    “Your soul tastes like candy!”
    Ability Button Description:
    Drain 10 hitpoints per second from the target unit for 30 seconds. Drain amount is increased by 5% for every 1% the Technician is missing.
    Ability Cost: 50 Energy
    Ability Cooldown: 60 Seconds
    Ability Filters: Ground, Air
    Ability Range: 6 (should show a range indicator while the ability is active)
    Effect:
    See Button Description. Moving further than 6 range away from the target unit will cancel the ability early.
    Hotkey: G
    Last edited: Mar 10, 2015
  2. Blaqk
    • Development Team
    • Webmaster/Liaison

    Blaqk NOTD Staff: Bugs, Pugs, and Scruggs

    As said when we were discussing it last week, I approve and enjoy. Combat Architect will still require a bit of "wait and see" to see if it's tremendously overshadowed by Black Hound. The issue with the current NOTD mindset is that more guns is more better. Support classes are all but maligned these days.
  3. Arturia

    Arturia Well-Known Member

    For building things, does it occupy the technician or does it build automatically?

    Also, does the skill cool down during building time? I'm assuming so, but I just want to make sure on that.

    Though its a bit too early to tell, I'm a bit skeptical about Black Hound, since it needs to be occupied to fire and takes 30 seconds to build. That aspect makes it seem underwhelming in comparison to the other T3 which really adds a whole new level of viability to Technician by almost halving cooldowns and build times.

    Also, it doesn't mention Spotlight build time reduction and has Gundeck build time reduction listed twice. Just something you need to fix for that.

    Looks pretty neato though. I especially like the Killdozer name.

    Does Mad Spark have any armor or evasion? It seems highly destructible, but I'm guessing that is partially intentional because of its all-aggro and long duration.

    Consume does look pretty good, with a heal range between 10 and 59.5 (gotta have at least 1% for it do anything). It does however look underwhelming initially because of how much Maintenance heals (2.5 ~ 7.5).
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    ahahahahahahahaha yes good

    Delighted giggles aside, the Black Hound's build time is supposed to be 20 seconds. 30 is a typo.

    They work like Protoss buildings - you plop one down and it builds automatically over time.

    Yes, it does.

    That's just an error. Spotlight's Build Time is reduced by 7 seconds.

    Hooray.

    It does not! I am planning on adding an evasion effect during movement if it turns out to be too fragile.

    Consume is for dealing damage and healing, and both of those things increase with missing health. If you have Maintenance, you're not getting the most out of the skill - Consume outdoes Maintenance's heal rate by default and allows you to safely get away with using Techflame.

    Of course, it's not written in stone that's how you have to use Consume. It's up to player preference. I'm just saying - those are the synergies that I designed and what my test groups typically immediately picked up on.
  5. Stereo
    • Development Team

    Stereo Paper Boy

    Much excite for newer Techy.

    “Imagine stepping on a Lego that explodes.”

    oh god why

    Also, for caltrops, will units with ranged attack shoot at them, or are they considered benign? (IE, would Alpha Company/Mercs shoot at them?)
  6. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Hooray.

    It's intended that intelligent enemies such as mercenaries or mechs will destroy them instead of stepping on them, yes.
  7. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Structurally sound.

    Feedback and questions on some talents:
    1. Caltrops: Since each cast drops 40 units and it runs on a 10 sec cooldown, will there be a player-level limit to how many can appear at a time? Alternative is timed life (e.g. 60 secs). This is to minimize any potential performance issues from having hundreds of units in the map. Also, our experience in NOTD games informs that movespeed reduction is usually more valuable on heavy mobs/bosses than general enemies (which are usually mowed down before they come close). From an execution perspective, would having less Caltrops (e.g. 5/10/15) than last longer (e.g. 5/7/9 secs) having a better gameplay impact?

    2. Consume: Given its current stats with a 60 second cooldown and single target mechanic, I see this being played mainly in boss fights when tanking. What other common applications do you see with it? I find it may get more general use if it was an AOE ability centered around Technician (allowing mob clearing).
  8. CaptainKaos

    CaptainKaos Member

    ill r8 m8 ill r8 8/8 m8 CL4PTRAPS sound awesome, it would be cool if you could add a sneaky "hellooooooo travellers" into the caltraps as they explode :D

    Th̬̺̬i̠͎̻͉̥͔s͕͚̹̘ ̘͇͍̼̗̤̙is̠̩ ̲n͔͉o̹t̠͍͕̟ ̺̤̻th̖̲̮̗e ̭̰͚̼̪͙p͉l͓̦̲̩̤̤̟a̪̲͙ce͉͈̻̤̬ ̬̹̞ͅf͙̤͚̦͔o̰͔̞r ͖͔̣t̪̗̫̹̙͓̙ha̳t̤ ̠̦̻͎b8̹̥̲̭̙͓̝m̹̥̹̭̻8͖̠̱ ̣̝̝̮͓c̳̦̹͎͍͕ra̩̼͍̫̭p̗.͙̻ ̯͚ ̺̯̮̠̳͇L̳͖̩͍͔ea̖̻̱̦̱͕v͔e̘̖̬̣̰̜ ͙th͙̱a̗̲̫̺͚̺t̰͙̼̫ ͍̳͔̫̜̘s̜͙̠̪̹̟̪͕h̞͉̞̝͉̯̺i̭̫̮̹̜̹t͎̠͇̙͈̟̟ͅ ̺͖͔i̥͍̤n̖̜͚̯̝ ̠͖͍̘tw͈̣i͖̭̳̖̹̮ͅt͔c̹̝h̻̙̹̙̰̠ ̖̟̠͙͇ͅc͉̹ͅh͔̭͖̣̯͈a̟̲̮̟t͇.͈


    also can u explain the gun wall thingymadohicker in a little more detail, whats the range of the buff, and what is it going to look like (when i hear gun deck i think of one of those massive cannon things that are on spaceships, going pew pew and stuff. wait, does it shoot claptraps?)
    Last edited by a moderator: Mar 13, 2015
    • Butt Butt x 1
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Hhhhmmmmmmmmmaybe. I think I'll change it to 10/15/20 with higher damage/slow and cap it at 60 Caltrops active at one time.

    It's primarily intended to be used for bosses, so there aren't many common applications beyond those or minibosses. I don't really want to do an AOE ability centered around the Technician due to Techflame already being in existence and that being too similar to Thunderball Fists (which is basically NOTD 2 TTD) or Faith.

    It's basically just a raised level platform for people to stand on and shoot from with some raised portions to kneel on, rest guns on, ect. The range of the buff is limited to the unit's radius, so players will have to be standing fully on top of the platform to get the bonus.

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