Implemented NOTD2 Enemies + Q&A

Discussion in 'NOTD 2 Discussion' started by Kith, Mar 29, 2013.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Since you've all been so good, I've decided to treat you with a little (and by a little I mean huge) look into what I've been up to lately. Have fun speculating about the other races, and let me know what you think so far. Questions, comments, and the like are always welcome.

    NOTD2 Sneak Peek:
    The Infested

    NOTD2 will feature several “races” of enemies. Each race has basic strengths and weaknesses, but more importantly, each race will feature Variance. Variance refers to how each race of enemy mixes up the enemy population. Variance is how we will deal with making enemies more powerful as the difficulty rises while keeping things interesting. NOTD2 will feature as many different kinds of enemies, so giving them all Charge for Nightmare is not exactly an option. It also solves the problem of there being little difference between the majority of enemies for Recruit/Hardened/Veteran.

    The Infested are always melee, hold strength in numbers, and consistently weak to fire. There are only a handful of heavily armored Infested. They do not show up often, but when they do, their presence is keenly felt.

    Infested enemy variance comes in the from of Mutations, which build off of a basic unit type and convey different behaviors based on what the mutation is. Mutations can be confirmed at a glance and generally follow a certain logic. For an example, here is a comparison of the Slasher mutations:

    [​IMG]
    From left to right:
    The Slasher base unit, which deals high damage with poor armor penetration
    The Scythe mutation, which has a 25% increased attack rate and has a 100% chance to cause Open Wounds on hit
    The Racer mutation, which moves 25% faster and has access to Charge
    The Slayer mutation, which has increased health, attack range, and better armor penetration


    As difficulty climbs higher and higher, the base units will become rarer and rarer. Eventually, they will disappear altogether, replaced entirely by their various mutations. To punish players who kite endlessly to take advantage of the Infested’s low range, non-Mutated infested will upgrade after two to three minutes of existence.


    Zombie Class
    [​IMG]
    The Zombie Class enemies are not very interesting at first, simply being wads of hitpoints to throw at the players. However, simple or not, they are still dangerous if not given the proper respect, and get especially nasty later on.
    Show Spoiler

    Walker – Colonist [Base Unit]
    Biological, Light
    BASE HEALTH: 40
    ARMOR: 1
    MOVESPEED: 1.35

    Claws
    DAMAGE: 25
    ATTACK SPEED: 0.7
    ARMOR REDUCTION: 3

    ABILITIES:
    If attack deals 10 damage or more, the attack causes an Open Wound.

    MUTATIONS
    Shambler – Prisoner (Spectre)
    Non-Light
    60 Base health
    30 damage

    Hulk – Infested colonist
    Non-Light
    120 Base health
    45 damage
    “Armored” unit modifier

    Roamer – Invisible Infested Colonist
    40 damage
    Cloaked

    Immortal - Changeling
    Non-Light
    200 Base health
    +5 health regen
    35 damage
    Revives upon death 3 times
    Revive canceled by: Explosive damage, fire damage, being killed by Shotgun, Crowbar, or Barrett

    Hound – Dog [Base Unit]
    Biological, Light
    BASE HEALTH: 80
    ARMOR: 1
    MOVESPEED: 1.7
    DETECTION: 3
    Bite
    DAMAGE: 25
    ATTACK SPEED: 0.7
    ARMOR REDUCTION: 4

    ABILITIES:
    If attack deals 10 damage or more, the attack causes an Open Wound.

    MUTATIONS
    Seeker – Lyote
    120 Base health
    +25% movement speed
    Charge

    Tesla – Artsoliope
    150 Base health
    Detection: 5
    Drains 1 energy/sec in a radius of 8
    Short Circuit on hit
    Charge



    Suicide Class
    [​IMG]
    Who doesn’t love suicidal monsters? Mostly the same roster as we have for NOTD, just with more copyright-friendly names and two new faces.
    Show Spoiler

    Buster – Crawling Splitterling [Base Unit]
    Biological, Light
    BASE HEALTH: 35
    ARMOR: 0
    MOVESPEED: 1.85

    Acid Explosion
    DAMAGE: 75
    ARMOR REDUCTION: 3
    RADIUS: 1.5

    MUTATIONS
    Blinder – Rolling Baneling
    -100% base damage
    Attacks blind on hit
    Rolling animation

    Creeper – Hunter Baneling
    -100% base damage
    Attacks blind on hit
    Drops creep on death

    Beast – Fatty
    300 base health
    -25% movement speed
    Replace “Light” with “Armored”
    +100% base damage, +100% splash radius

    Splatter – Splitterling (Small)
    +50% movement speed
    Cliff climber
    Charge



    Heavy Class
    [​IMG]
    The Heavy Class serves as a midpoint between the rank-and-file of the Zombie Class enemies and the enormous powerhouses of the Super Heavy enemies. Here you will find your Stalkers, your Slashers, and a few other new faces.
    Show Spoiler

    Stalker - Roach [Base Unit]
    Biological, Armored
    BASE HEALTH: 300
    ARMOR: 5
    MOVESPEED: 1.5

    Stalker Claws
    DAMAGE: 35
    ARMOR REDUCTION: 1
    ATTACK SPEED: 1.5

    ABILITIES:
    Cliff climb

    MUTATIONS:
    Devourer – Vile Roach
    Generates creep in a 2.5 aura.
    Spreads creep on death
    Charge

    Dissolver – Corpser Roach
    +1 Venom on hit
    Explodes into venom on death in a 1.5 radius.

    Centurion – Primal Roach
    600 Base health
    +1 Open Wound on hit

    Hoplite – Lurker
    +1 Open Wound
    +3 Armor to Infested within 3 radius
    Charge

    Rhino – Impaler
    +1 Venom on hit
    +1 Open Wound on hit
    Knocks non-armored enemies back a distance of 2 on hit
    Charge

    Slasher - Hydralisk [Base Unit]
    Biological, Armored, Massive
    BASE HEALTH: 500
    ARMOR: 5
    MOVESPEED: 1.7

    Slasher Claws
    DAMAGE: 125
    ARMOR REDUCTION: 9
    ATTACK SPEED: 1

    ABILITIES:
    Cliff climb
    Lowest possible Threat rating

    MUTATIONS:
    Racer - Lurker Hydralisk
    +25% move speed
    Charge

    Scythe - Impaler Hydralisk
    +25% Attack speed
    +1 Open Wound per hit

    Slayer - Primal Hydralisk
    800 Base health
    +2 range
    7.5 damage reduced per point of armor



    Support Class
    [​IMG]
    Your Brain Bugs, your Brood Mothers, the enormous jerks that come with most waves to make the players’ lives hell. They tend to not show up unless the waves are relatively large, at roughly a 60:1 ratio of normal enemies to Support Class.
    Show Spoiler

    Brood Mother – Swarm Queen
    Biological, Psionic
    BASE HEALTH: 850
    BASE ENERGY: 100
    ARMOR: 0
    MOVESPEED: 1.85
    DETECTION: 5

    Brood Talons
    DAMAGE: 90
    ARMOR REDUCTION: 5
    RANGE: 4

    ABILITIES:
    Mend – Active, 50 energy cost
    Heals 100 hitpoints for an infested unit. Autocast on Infested units below 50% health.
    Defensive – Will not attack players unless directly attacked first (splash nonwithstanding).

    MUTATIONS
    Matriarch – Huge Queen
    1250 Base health
    200 Base energy
    Detection: 7
    Greater Mend – Active, 50 energy cost
    Heals 100 hitpoints for infested units in a radius of 2.5. Autocast on Infested units below 50% health.
    Aggressive – Attacks players on sight.

    Gorgon – Dehaka
    Detection: 3
    Blinding Vomit – Active, 100 energy cost
    Blinds all units in a large area (2.5 radius) at 10 range.
    Cautious – Uses ability on players and then retreats until ability can be used again. Attacks viciously (+50% attack speed) if any player comes within 3 radius.

    Brain Bug – Slivan Creep [Base Unit]
    Biological, Armored, Massive
    BASE HEALTH: 1250
    ARMOR: 5
    MOVESPEED: 1.8
    DETECTION: 4

    Brain Bug Bite
    DAMAGE: 25
    ARMOR REDUCTION: 1
    ATTACK SPEED: 0.7

    ABILITIES:
    Rampage – Passive Aura
    All infested within a 3.5 radius gain a 50% bonus to attack speed, a 25% bonus to movement speed, but a 25% penalty to damage.

    MUTATIONS
    Mastermind – Swarm Host (Carrion)
    Base health: 1500
    Armor: 10
    Rampage
    Greater Mend


    Foreman – Lava Crab
    Burrows at locations around the map, acting as an “ambush beacon”. Passing infested will be compelled to burrow near it, and will attack as a swarm (Foreman included) when an enemy passes within 6 radius of the Foreman.
    Charge

    Infestor [Base Unit]
    Biological, Armored, Massive, Psionic
    BASE HEALTH: 2000
    ARMOR: 5
    MOVESPEED: 1.5
    DETECTION: 6

    ABILITIES:
    Parasite Mound – Active, 90 second cooldown
    The Infestor wanders the map, building Parasite Mounds. Maximum number of Parasite Mounds depends on difficulty. The Infestor generates creep for 25 seconds after finishing a Parasite Mound.

    Call To Arms – Passive
    When below 75% hitpoints, all infested within a 10 radius gain the following bonuses:
    +50% movement speed, +50% attack speed, +25% damage

    Cliff climber

    MECHANICS NOTE:
    There is only one Infestor this time around. Killing it grants mission experience, a hefty chunk of player experience, and removes the Parasite Class enemies from ambient spawns, wave spawns, and boss spawns. Once the Infestor is dead, the only Parasite Class enemies that will spawn come from Mounds. This is to lend killing the Infestor a much higher priority (especially in higher level games) and a much more noticeable reward.

    Parasite Mound – Nydus Network
    Biological, Armored, Structure
    BASE HEALTH: 500
    ARMOR: 1

    ABILITIES:
    Spawns 5 to 10 Parasite Class enemies (based on difficulty) every 60 seconds.

    MECHANICS NOTE:
    The oldest Parasite Mound is destroyed when the Infestor builds a new one that exceeds the cap.
    Parasite Mounds have a timed life of 5 minutes on non-Nightmare. On Nightmare mode, they are permanent until killed.



    Parasite Class
    [​IMG]
    Parasites Class enemies require Parasite Mounds to spawn, which are created by the Infestor. If the Infestor is killed and the Parasite Mounds destroyed, Parasite Class enemies will no longer appear, even during bossfights or Horde events that utilize them.
    Show Spoiler

    Parasite [Base Unit]
    Biological, Light
    BASE HEALTH: 20
    ARMOR: 0
    MOVESPEED: 1.1

    Parasite Mandibles
    DAMAGE: 5
    ATTACK SPEED: 0.3
    ARMOR REDUCTION: 1

    ABILITIES:
    +1 Venom per hit
    No Collision
    Immune to most weapon splash damage (Flamethrower, Shotgun, Stinger, L3 still apply)

    MUTATIONS
    Squealer - Feederling
    +1 Venom per hit, for a total of +2.
    Ruptures on death, applying 1 stack of Venom to all units within in a radius of 1.5

    Slither – Queen Larvae
    Charge
    +50% movement speed

    Crab - Scantipede
    200 base health

    Shredder – Broodling
    Charge
    +1 Open Wound per hit

    Tick – Crab Beetle
    100 base health
    Short Circuit on hit

    MECHANICS NOTE:
    Parasites are intended to give either a minimal amount of experience or none at all.



    Airborne Class
    [​IMG]
    Now featuring an almost entirely new roster, with callbacks to previous games for some nostalgia.
    Show Spoiler

    Gargoyle – Regular Mutalisk [Base Unit]
    Biological, Light
    BASE HEALTH: 100
    ARMOR: 0
    MOVESPEED: 1.75

    Gargoyle Claws
    DAMAGE: 25
    ARMOR REDUCTION: 3
    ATTACK SPEED: .5

    MUTATIONS:
    Harpy – Brood Lord Mutalisk
    Explodes into venom on death in a 1.5 radius.
    +1 Venom on attack

    Razorback – Viper Mutalisk
    +1 Open Wound on hit
    Charge

    Flutter – Primal Mutalisk
    Cloaked

    Witch – “Classic" Queen
    Psionic
    Detection: 4
    -50% movement speed
    Shroud – Passive
    All infested units within an 8 radius receive a toggle cloak.
    MECHANICS NOTE: The “toggle cloak” is the same deal from the Psi Ops’ Mental Projections.

    Banshee – Corruptor
    Psionic
    Detection: 2
    Scream – Active, 60 second cooldown
    Stuns up to 3 players for 6 seconds, range of 10.
    Cautious – Uses ability on players and then retreats until ability can be used again. Attacks viciously (+50% attack speed) if any player comes within 3 radius.

    Blink – Scourge
    Toggle cloak
    +1 Open Wound per hit
    Charge
    Spawns in groups of 5

    Corona – Spore Ray (Zerus Alien Tree Hover)
    Detection: 4
    Drains 1 energy/sec in a radius of 8
    -50% movement speed



    Super Heavy Class
    [​IMG]
    The Super Heavies somewhat deviate from the standard Mutation concept, in that the “Base Unit” does not actually exist in-game and is only a basis for stats with the Mutations building upon that with bonus stats and abilities. Super Heavies are intended to be minibosses of sorts – they possess a massive amount of durability and damage and convey bonuses to the hordes that they accompany. It should be noted that Super Heavies cannot Burrow.
    Show Spoiler

    Super Heavy [Base Unit]
    Biological, Massive, Armored, Heroic
    BASE HEALTH: 3000
    ARMOR: 5
    MOVESPEED: 1.65

    Smash
    DAMAGE: 80
    ARMOR REDUCTION: 1
    ATTACK SPEED: 0.65

    MUTATIONS
    Bloodseeker - Ravasaur
    +20% damage to all nearby infested (including self)
    Charge
    Heals for 50% damage dealt
    Causes Open Wound on attack

    Bonebreaker - Ursadon Matriarch
    Throws a boulder with a 5 second travel time when within 8 range of players – damage, stun, knockback. On non-nightmare, has a targeting reticule.
    Leaps within 4 range of player – damage, stun, cripple
    Basic attacks cause cripple

    Stonewall - Primal Ultralisk
    +50% hitpoints to all nearby infested (including self)
    +1 hp/sec to all nearby infested (including self)
    +10 armor

    Blitzer - Primal Zergling
    +25% movement speed to all nearby infested (including self)
    +50% attack speed to all nearby infested (including self)
    “Super Charge” – Knockback and damage upon impact

    Behemoth - Brakk
    +50% hitpoints
    +10 armor
    +50% damage
    +25% movement speed
    Charge
    Open Wound on attack
    Cripple on attack
    Last edited: Jul 23, 2015
    • Winner Winner x 1
  2. LordFond

    LordFond Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Sweet Mother Mercy... is it possible to meet more variances of the same type during one match?
  3. Extifer
    • Warden
    • Donator

    Extifer Stiffy is what Lyanden calls me.

    RE: NOTD2 Sneak Peek: The Infested

    I doubt Kithrixx will answer that question. This is just a sneak peek to the general public to see some of the work going on behind the scenes.
  4. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    RE: NOTD2 Sneak Peek: The Infested

    You're silly, Extifer. Yes, of course it is. NOTD2 will be much more varied in enemy type than NOTD.
  5. Extifer
    • Warden
    • Donator

    Extifer Stiffy is what Lyanden calls me.

    RE: NOTD2 Sneak Peek: The Infested

    ONE DOES NOT SIMPLY

    FIND KITHRIXX IN A GOOD MOOD
    Last edited by a moderator: May 24, 2014
  6. Clown
    • Donator

    Clown Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Sexy.
  7. Ryan III

    Ryan III Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Will mutations be mutations of mutations? Like does the racer contain the bonus from the scythe as well?
  8. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    RE: NOTD2 Sneak Peek: The Infested

    Nope. All mutations derive from the base unit. We might get into Double Mutations, but we'll see how players handle the singular version first.
  9. MissHumpz
    • Event Coordinator
    • Community Leader

    MissHumpz NOTD Staff: Event Coordinator & Amazing Amazer

    RE: NOTD2 Sneak Peek: The Infested

    Curious, with the hounds, is that the before infection, still obedient to humans, and the lyote the after being exposed to the infection and turn on their human masters?
  10. ForeRunner

    ForeRunner Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    These look really good, well actually they seem like complete jerks but I imagine that was the plan, and it sounds like we are going to have a whole collection of new mechanics if this is any indicator
  11. Lulz

    Lulz Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Deerlord.

    Bob reintroduced as a a zombie, gg everybody.
  12. ImaDomo
    • Donator

    ImaDomo Clad In Armour

    RE: NOTD2 Sneak Peek: The Infested

    Hmm seems we got to come up with a variety of new tactics and such to deal with these new nasty little things. Look forward to it.
  13. ForeRunner

    ForeRunner Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    "To punish players who kite endlessly to take advantage of the Infested’s low range, non-Mutated infested will upgrade after two to three minutes of existence."

    When you say this do you mean it upgrades into a mutated version (like a stalker to devourer for example) or it just gets upgraded stats?
  14. ComradeHX

    ComradeHX Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    How will this be worked into BootCamp?

    Lots of specimens in cages for you to shoot at?
  15. ForeRunner

    ForeRunner Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Seeing as this will be a seperate game (and I imagine not out for a while) I dont expect to see it have any impact on NotD's bootcamp map
  16. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    RE: NOTD2 Sneak Peek: The Infested

    The early stages of the infection are not always visible, and are mostly limited to increased aggression before leading to increases in muscle mass and rapid mutation/tumor growth.

    Stalker to Devourer. I'm trying to do away with ambiguous buffs and instead create a pattern of increased difficulty that's easier to follow.
  17. Ginger Gerald

    Ginger Gerald Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Amazing work as always Kith. I'm a little worried by what seems to be a large amount of blinds and cloaking abilities, so I have to wonder if thats going to increase the usefulness and reliance on intel gathering items and skills like flares, road flares, thermal sights, etc.

    So far, we don't know a lot about NOTD2, but Im sure you'll make it all work out.
  18. DLINK

    DLINK Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    god, imagine agron spam with those behemoths instead :p
  19. Zeriathyr

    Zeriathyr Well-Known Member

    RE: NOTD2 Sneak Peek: The Infested

    Seeing every single one of them at the same time is like see a zombie-colored rainbow rush at ya. I feel like an overlord.. that peed creep.
  20. Dronz

    Dronz New Member

    RE: NOTD2 Sneak Peek: The Infested

    This is an amazing idea. The concept of "variance" is a game changer for sure. I'm looking forward to more updates on this.

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