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Colonel-Commissar (Standard)
4 posters
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Colonel-Commissar (Standard)
Imperial Commissar (Standard variety, pick a random named commissar that isn't special)
Commissars are special Imperial officers assigned to Imperial Guard regiments and Imperial Navy ships, whose purpose is to enforce discipline and devotion to the Emperor of Mankind.
Commissars are invariably stern and uncompromising individuals, able to
keep even the most anarchic regiments in line through fear, strength
and power. Every regiment has one or more attached Commissars who
remain with the regiment throughout its duties. Commissars are assigned
to regiments by the Departmento Munitorum,
which provides high-ranking commanders to Imperial Guard armies. They
have authority over both the soldiers and regimental officers.
Commissars have both the right and duty to immediately execute any
Imperial guardsman or officer who shows cowardice or incompetence in
battle. They must also ensure the regiment does not harbour the likes
of Genestealer Cultists, Chaos heretics, spies, or mutants.
Innate: TARGET THAT FOE!: The commissar commands the troops nearby to target a certain foe, the thousand lasguns piercing through whatever the hell is left of the enemy.
Effect: All allied units target the enemy targeted, allied units gain +XXX% Attack speed and damage against the target on levelup.
Skill 1: Guardsmen! FRONT AND CENTER!: The standard call of the commissar, as his guardsmen rally from his call to assist him, a chimera pulling up to bring forth the men.
Effect: Summons Guardsmen from a chimera. The chimera stays for XX seconds after being summoned, and can be used as a transport for the commissar, The guardsmen are permanent (Resummoned when the skill is used again), but the chimera lasts for so long. Every levelup increases the amount of guardsmen summoned, and the chimera gains more time.
Skill 2: The Commissars Justice: The glorious weapon of the commissar, nothing more then a standard laspistol, but with it, the Commissar doles out justice to both the enemy heratics and scum, and cowardly marines alike. The accuracy of the commissar is astounding, as is the fear he brings into the hearts of enemies and guardsmen alike.
Effect: Deals XXX damage per level, can be used on units (both teams) If it successfully kills an allied unit, it will increase every allied unit's damage/attack speed within a XXX range, if successfully killing an enemy unit, it will decrease their movement speed/attack speed. If killing a hero with this, it will stun enemies nearby for XX seconds.
Skill 3: Promotion: The colonel Commissar is one of the highest ranking commissars there is, able to hand out promotions to lowly guardsmen, hopeful guardsmen hope to be promoted as to gain better equipment and support. (Promotes one unit per use)
Effect: Opens a spellbook up, he is able to promote his guardsmen squad to different levels, here's a list of what he can promote per level:
Level 1: Stormtrooper:
Level 2: Ratling sniper:
Level 3: Heavy trooper squad (Un-deployed):
Level 4: Karskin:
Ultimate: Equipment Deployment: The Commissar finally get's his reserves back, The Imperial Guards worthless beuracracy finally giving his troops better equipment and supplies.
Effect: All units summoned by Commissar gain upgrades to Attack/Armor/Health/Attack & Movement speed, Guardsmen and Promotions gain abilities now as well. The commissar is equivilantly equipped as well, now enjoying his new battle armor.
Guardsmen Ability: HOLD THE LINE!: The guardsmen's movement speed slows to a crawl, but gains high armor and hp regen, as he holds the line in cover.
Commissars are special Imperial officers assigned to Imperial Guard regiments and Imperial Navy ships, whose purpose is to enforce discipline and devotion to the Emperor of Mankind.
Commissars are invariably stern and uncompromising individuals, able to
keep even the most anarchic regiments in line through fear, strength
and power. Every regiment has one or more attached Commissars who
remain with the regiment throughout its duties. Commissars are assigned
to regiments by the Departmento Munitorum,
which provides high-ranking commanders to Imperial Guard armies. They
have authority over both the soldiers and regimental officers.
Commissars have both the right and duty to immediately execute any
Imperial guardsman or officer who shows cowardice or incompetence in
battle. They must also ensure the regiment does not harbour the likes
of Genestealer Cultists, Chaos heretics, spies, or mutants.
Innate: TARGET THAT FOE!: The commissar commands the troops nearby to target a certain foe, the thousand lasguns piercing through whatever the hell is left of the enemy.
Effect: All allied units target the enemy targeted, allied units gain +XXX% Attack speed and damage against the target on levelup.
Skill 1: Guardsmen! FRONT AND CENTER!: The standard call of the commissar, as his guardsmen rally from his call to assist him, a chimera pulling up to bring forth the men.
Effect: Summons Guardsmen from a chimera. The chimera stays for XX seconds after being summoned, and can be used as a transport for the commissar, The guardsmen are permanent (Resummoned when the skill is used again), but the chimera lasts for so long. Every levelup increases the amount of guardsmen summoned, and the chimera gains more time.
Skill 2: The Commissars Justice: The glorious weapon of the commissar, nothing more then a standard laspistol, but with it, the Commissar doles out justice to both the enemy heratics and scum, and cowardly marines alike. The accuracy of the commissar is astounding, as is the fear he brings into the hearts of enemies and guardsmen alike.
Effect: Deals XXX damage per level, can be used on units (both teams) If it successfully kills an allied unit, it will increase every allied unit's damage/attack speed within a XXX range, if successfully killing an enemy unit, it will decrease their movement speed/attack speed. If killing a hero with this, it will stun enemies nearby for XX seconds.
Skill 3: Promotion: The colonel Commissar is one of the highest ranking commissars there is, able to hand out promotions to lowly guardsmen, hopeful guardsmen hope to be promoted as to gain better equipment and support. (Promotes one unit per use)
Effect: Opens a spellbook up, he is able to promote his guardsmen squad to different levels, here's a list of what he can promote per level:
Level 1: Stormtrooper:
Level 2: Ratling sniper:
Level 3: Heavy trooper squad (Un-deployed):
Level 4: Karskin:
Ultimate: Equipment Deployment: The Commissar finally get's his reserves back, The Imperial Guards worthless beuracracy finally giving his troops better equipment and supplies.
Effect: All units summoned by Commissar gain upgrades to Attack/Armor/Health/Attack & Movement speed, Guardsmen and Promotions gain abilities now as well. The commissar is equivilantly equipped as well, now enjoying his new battle armor.
Guardsmen Ability: HOLD THE LINE!: The guardsmen's movement speed slows to a crawl, but gains high armor and hp regen, as he holds the line in cover.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
Is this hero that uninteresting? Come on people!
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
well, honestly he doesnt seem great to me. Its a sweet idea, but he seems really reliant on spawns and beefing them up, than being a hero.
Re: Colonel-Commissar (Standard)
We would comment if but for the fact that a commissar has already been voted on and approved for implementation into this coming patch. xD Check the hero forums.
Maybe we can mix and match elements of both builds.
Maybe we can mix and match elements of both builds.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Colonel-Commissar (Standard)
yes, but they did commisar yarrick i believe, where as this is a general commisar
Re: Colonel-Commissar (Standard)
Just try a different theme for him Zebio, the comissars we have seen help its team, try for something different like debuffs for the enemy, slows. Maybe with what you said with his accuracy he 'Cripples' a target and it loses things like ias, ms, damage etc, for each unit it travels while under this effect.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Colonel-Commissar (Standard)
13loodRaven wrote:Just try a different theme for him Zebio, the comissars we have seen help its team, try for something different like debuffs for the enemy, slows. Maybe with what you said with his accuracy he 'Cripples' a target and it loses things like ias, ms, damage etc, for each unit it travels while under this effect.
Actually apparently most my last two idea's disappeared... Promotion and The final skill seemed to have lost alotta text.
Like the ratling sniper would've gained skills that would debuff and do
more damage to enemies. The stormtrooper would've had a frak grenade
and overall aoe damage to take on enemies. Karskins able to put a
hurting on the enemy with their guns, and heavy deployment team
would've been able to deploy and defend area's alot better with the choice of lascannon/autocannon.
Most of the last promotion/heavy deployment team was about upgrading and beefing the imperial guard troops under the wing of the commissar. Like he's in his 'advisor' role and leading the squad to VICTORY! Not upgrading the rest of the allied spawns. I made it so he's rather like the character in the tabletop, not to mention "attached" to a guardsman squad. xD
Generally the units would've gained skills, some active, some passive, the commissar himself in the actual tabletop doesn't actually do much but shoot people, he doesn't even carry much wargear. And I decided to make fluff fit the gameplay, rather then the opposite with how I did my last crappy commissar.. Yarrick doesn't shoot his own troops, HE RAPES ORKS!
And he does have two debuff's, if he kills any enemy unit with his laspistol it debuffs enemies within range by slowing movement speed and attack speed. And his laspistol if killing an allied unit (not hero) Increases all the allied units attack speed/damage, I could make it so it doesn't deal damage but instantly kills a unit (like transmute), So the buff/debuff is auto gained. But then he'd have to rely on his summons for pure damage. Would you prefer that? Which might actually be a good thing, since I planned to give these guys some active skills as well.
His innate is a very useful debuff as well, as it gives an order to allied units to attack someone for a bit. Possibly a hero. And gives them a damage buff.
Also..THATS MY COMMISSAR THAT WAS PUT INTO VOTING <.<. I feel rather crappy about it too, I didn't make it very well... It was supposed to be yarrick but its half general commissar/half yarrick, it looks horrible to me now x_x. I need to re-do yarrick, give him the respect he deserves!
I wanna know is, where the hell did most of my text go? Promotion and the ultimate had a crapton more. Since I detailed out all the skills/stats/abilities on every unit that could've been promoted from the guardsmen, and what the ultimate fully did for both the units and commissar.
(Also, anyone think I should change stormtrooper to ogryn? Or keep as is)
((Whoo! WALL OF TEXT!))
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
That sounds much, much better. No offense to you, but Kharn would take your previous Commissar and rip him three new holes in every imaginable place.
He sounds better as a support hero. AoE mob skills will be your worst enemy, though.
He sounds better as a support hero. AoE mob skills will be your worst enemy, though.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Colonel-Commissar (Standard)
Bet he'd take his hat too.
Generally, this was supposed to be a base pusher hero. Able to take bases all and that, and if the enemy has no real AoE skills, really be a pain in the a$$. While his units could do damage to heros, not expected to be able to be able to take out a hero in less then 5 seconds. The problem with this hero might be micromanagement. If you decide to upgrade guardsmen into random things, you'd have a whole mess of things to click through and such. So he'd be a higher class of hero, an 'expert' class like the warphead.
But yeah, would ogryn be better then stormtrooper? I'm not sure.
Generally, this was supposed to be a base pusher hero. Able to take bases all and that, and if the enemy has no real AoE skills, really be a pain in the a$$. While his units could do damage to heros, not expected to be able to be able to take out a hero in less then 5 seconds. The problem with this hero might be micromanagement. If you decide to upgrade guardsmen into random things, you'd have a whole mess of things to click through and such. So he'd be a higher class of hero, an 'expert' class like the warphead.
But yeah, would ogryn be better then stormtrooper? I'm not sure.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
seeing as kasyrkin and stormtroopers are really more or less the same, i say do ogyr. I like the micromanagment idea actually ( i know i may sound contradicting, but i dont care). Hes not only a base pusher, but has some solo ambush abilities too. UImagine a few heavy weapons teams hidden on the side of the lane, and they just wait for a hero to be pushing down. Commi kills a few allies and enemies to draw the hero in, then heavy teams open up, and he has all nearby creeps open up on the hero. One word, rape. Unless hes like avatar of khaine, or thirster, the bastard is gonna have to run to survive. And then imagine this guy with full hireable compliment. I do think he needs a direct damage ability, make gun auto kill creeps, but do X/Y/Z damage to heros.
Re: Colonel-Commissar (Standard)
Well if grass can make it instantly transmute units, but hurt heros. Then by all means. I know he's excellent with things, but I don't try to force it. lo.
When I regain some thought I'll rewrite most of the things again.
When I regain some thought I'll rewrite most of the things again.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
well, make him do damage from the begining to kill creeps, but it has a long cool time, so heros can flee, then leveling up increases dmg and cooltime and maybe slightly boost the other effects
Re: Colonel-Commissar (Standard)
..That would mean he could do over 400-600 damage.. On the first level.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
Take a look at my idea for Karskins (that grass stole) +# bonuses for each unit/karskin commando attacking the target unit and +# bonuses for each attack, once has reached a certain attack cap, debuffs the target unit for X/Y/Z something like that
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Colonel-Commissar (Standard)
You mean the targetting scope they have on those hellfire guns? Yeah sure, I'll use it something like that.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Colonel-Commissar (Standard)
Look in the hireables thread, all that should give you insperation.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Colonel-Commissar (Standard)
Yeah, can we make this skill set the remake for the current commissar? It seems so much more true to the character and also emphasizes his guardsmen. The current ult just outpost kills, pretty much.
And since we're adjusting armor types so that all infantry now get mauled by cannons, it won't be too much of a buff.
And since we're adjusting armor types so that all infantry now get mauled by cannons, it won't be too much of a buff.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
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