So this was given the stamp of approval in Black Ops by THE BOSS. ETA on implementation is foggy, considering that there are four or five reworks to be finished and a lot of bugfixes/code optimizations in the queue before it. However, this doesn't mean you folks can't see it ahead of time and give some feedback, so here you go. Keep in mind, this has already been accepted. Unless a glaring problem arises or a large amount of people have a serious issue with this, no major changes will be made until after it's implemented. Recon Rework INNATES Flare – 20 energy, 5 second cooldown, 15 range Reveals and detects in an area of 6 for 10 seconds. KITH NOTE: Should use the "supply station" casting animation, where the Recon raises his hands. I'm using the "throw" animation for something else. Team Communication (Passive) (replaces "Adept Learner") The Recon gains shared experience regardless of where he is on the map. Battlefield Awareness (Passive) The Recon, being the experienced scout that he is, can evaluate the detection abilities of enemies, allowing him to see their detection radiuses. KITH NOTE: If this is already in place, I'd like it to be in place for only the Recon and not the Marksman. Scout Runner (Aesthetic) The Recon features a Hold Fire animation. KITH NOTE: Just bringin' it back. SURVCON CHANGES Surveillance Flare (Pseudopassive) The Recon tailors his flares to be more suited for surveillance of an area. Level 1: Increases Flare duration by 2 and reveal radius by 3 Level 2: Increases Flare duration by 4 and reveal radius by 6 Level 3: Increases Flare duration by 6 and reveal radius by 9 KITH NOTE: Flare's tooltip should update to reflect the new values. Mass Designate - 30 second cooldown The Recon casts the current level of Laser Designate on all units within an area of 3.5. Does not designate items. KITH NOTE: This comes with Laser Designate, and is to help during horde situations and holdouts that feature large amounts of mobs. Should not be pushed into Marine Actions, as there is room on the main command card because I cut out Cloak. The "targeting hiearchy" is that it chooses the higher priority targets first. Because there's some apparent confusion: Mass Designate does not replace Laser Designate as a skill. Mass Designate is a "multicast" variant that is available if it needs to be used, but should not be because it has a longer cooldown and runs the risk of draining the Recon of energy. Reaper Drone Changes Leveling Damage Bonus reduced to 10% from 15% Inventory restricted to Ammo, Accessories (Occulars, ammo mods, ect), and Medical items Ultrasonic Pulse replaced by Hellfire Missile Hellfire Missile – 35 energy, 25 second cooldown Fires a missile that deals 300 damage in a radius of 3.5 and knocks back enemy units a distance of 1.5. Deals 20% damage to allies. MOBCON REWORK Tier 1 Escape - 40 Energy cost, 20 second cooldown The Recon builds up a charge of energy in his suit and then releases it, empowering himself and his teammates with a 20% movespeed bonus and cloaking himself. Level 1: Lasts for 5 seconds in a radius of 10 Level 2: Lasts for 10 seconds in a radius of 12 Level 3: Lasts for 15 seconds in a radius of 14 Execute - 20 Energy cost The Recon is practiced in the art of attacking from concealed positions, gaining bonus damage when attacking enemies from behind and the ability to perform stealth executions with his Combat Knife. Execute does not instantly kill Massive units or Bosses, but does wound them badly. Killing a unit with Execute grants a 10% movespeed bonus for 30 seconds. Level 1: Execute has a 40 second cooldown Level 2: Execute has a 20 second cooldown Level 3: Execute has a 10 second cooldown Execute [E] (Ability Tooltip) The Recon stabs a unit with surgical precision, attempting to kill them with a single deadly strike. Massive and Heroic units take 400 damage and suffer 2 stacks of Open Wound. Deals 50% bonus damage if the unit is stabbed from behind. KITH NOTE: Execute has a range of 2 and a casting duration of 0.5 seconds. The casting range of Execute is something like 10, and requires the Recon to path to the unit before it's actually cast. It's intended to be there so that the Recon can handle Huggers, Spines, and other such things. Potential to take out an Agron if it's in his way and he can't get around it. Cannot be used on air units. The intended animation is the "throw" animation, with a potential red light or a similar tracer attached to the right hand while casting (so the Recon is shown as actually stabbing something, and not just bonking it on the head with his fist). It should be noted that Execute grants Backstab. Also, yes. This is KMS come back from the grave. Tier 2 Stealth Matrix (Pseudopassive) The Recon enables the Stealth Matrix, an energy grid that allows him to bend light around himself to render objects invisible when power is routed through it. The Stealth Matrix cloaks allies for the duration of Escape, and once Escape ends, the Recon remains cloaked at the cost of draining energy but retains the movespeed bonus of Escape. Stealth Matrix activation/deactivation is located in Marine Actions. Level 1: The Recon remains cloaked as long as they do not use skills or attack. The Recon's personal cloak drains 1 energy per second. Level 2: The Recon remains cloaked as long as they do not attack. The Recon's personal cloak drains 0.7 energy per second. KITH NOTE: The Recon's personal cloak comes into effect AFTER the duration of Escape. Also, units will not auto-acquire targets while cloaked, so no worries about instantly breaking cloak once it's applied. The "activate/inactive" toggle of Stealth Matrix goes like this: While in its "active" state, it activates at the end of Escape. While in its "inactive" state, it does not activate at the end of Escape. If Stealth Matrix is active, putting the toggle in "inactive" will turn it off. Using the standard X>V of "marine skills", this will give the player a way to turn it off without forcing them to attack something or use a skill. Flash Flare (Pseudopassive) The Recon tailors his flares with additional flash powder to be more suited for partially blinding enemies with a bright light, slowing the movement speeds of the effected enemy units within the flare's radius. Level 1: Nonheroic enemies are slowed by 20% and their detection removed for 10 seconds. Level 2: Nonheroic enemies are slowed by 40%, Heroic enemies are slowed by 20%, and both have detection removed for 10 seconds. Tier 3 Refresher The Recon sends an echoing charge of energy throughout his suit, refreshing his cooldowns and replenishing his energy reserves. Level 1: Resets the cooldown on all other Recon skills. Grants 30 shields and energy on activation. ENVIRONMENTAL CHANGES Decrease starting ammo in non-recruit, decrease it further in Nightmare mode. Increase ammo drops to compensate on equal levels for both. Apollo Sec is exempt from decreased starting ammo for obvious reasons. Move most hard-spawn weapons and equipment to the Armory. The only ones that should remain are: Flamethrower, M-45, and C2 at Military Base Pistol and GPRs at EC Spawn Crowbar at Airlock/Lab (Airlock Crowbar should be moved to a more noticeable place) Any currently placed Magazines Any currently placed Medical items Remove Comms Tower as a Speed requirement. Decrease Speed timer to an hour and ten minutes for non-recruit AC (potentially an hour). Normalize boss spawns to spawn at certain points on the map to cut down on needless waiting. Demeter can spawn north of fort, Perses can spawn nearby the rally points, ect. Possibly decrease Speed to 1:10 or 1:15 for Apollo Sec with normalized Boss spawns (Apop from Dome B, Athena from her holding pen, ect). Since Easy Company is already the least rewarding storyline, the Speed timer should remain at 1:25. Increase Agron detection radius from 3 to 5. Grant “Perfect” bonus to players who finish the match with Mineshaft, Comms Tower, and Chemical Leak completed. “Perfect” bonus should be similar (if not equal to) Speed, and “Perfect Speed” should be possible.