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Current Version: v0.0.01A

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Changes to the way I release versions? (read the thread)

[Incomplete] Marcus Magnus, Master of the Forge I_vote_lcap63%[Incomplete] Marcus Magnus, Master of the Forge I_vote_rcap 63% [ 5 ]
[Incomplete] Marcus Magnus, Master of the Forge I_vote_lcap38%[Incomplete] Marcus Magnus, Master of the Forge I_vote_rcap 38% [ 3 ]

Total Votes : 8

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» With everyone dead
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete] Marcus Magnus, Master of the Forge I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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[Incomplete] Marcus Magnus, Master of the Forge

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[Incomplete] Marcus Magnus, Master of the Forge Empty [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 05, 2010 2:17 pm

Name: Marcus Magnus sounds like a good name to me ( thx 13lood )

fluff: The Master of the Forge is the senior-most Techmarine, charged with the repair and construction of the Chapter's fighting vehicles. In most chapters, all who worship the Machine God over the Emperor are met with suspicion and concern, but the Space Marines of the Iron Hands see their Mechanicus Battle-brothers as the finest there is. The Iron Hands are known for their extensive use of bionic enhancements, some marines are rumored to be wholly mechanical, this is because of the Iron Hands' desire to serve and protect the Emperor under any condition. The few Techmarines of the Iron Hands are specially trained who serve to protect the faith of their brethren. The Iron Hands' Master of the Forge is a powerful and faithful Techmarine who is regarded and obeyed as if he was the Chapter Master himself.

Innate: Prophet of the Omnissiah
fluff: "Thus do we invoke the Machine God.
Thus do we make whole that which was sundered."
From the Hymn of Reforging
effect: Heals 150/200/250/300/350/400 of target vehicle(turrets & siege units) c/d is 15 secs, range is 300, mana cost 125/150/175/200/225/250. If used on a non-mechanical unit, the unit gains " Blessing of the Omnissiah " giving increased mana and health regen by 10/12/14/16/18/20 for 10 secs, and removes any negative effects.
If used on an enemy unit it recieves " Curse of the Omnissiah " which reduces armor by 1/2/3/4/5/6 and reduces AS by 15%, also purges the enemy unit of positive effects.

Skill 1: Thunderfire Cannon
fluff: Using his influence in the Adeptus Mechanicus, the Master of the Forge calls down a mobile gun placement, a mighty Thunderfire Cannon for either offensive support or defensive assistance.
effect: Calls down a Thunderfire Cannon next to the Master of the Forge, which has 700/800/900/1000 health, has 900 range for all fire modes, and can toggle what mode it uses, may only have 1 Cannon at a time, uses 300/350/400/450 mana, c/d is 40 secs, ms of Cannon is 240, armor is 4 heavy.
Fire mode 1: Surface Detonation, deals 80/90/100/110 damage at a fast rate, has a 100/150/200/250 splash, does normal type damage
Fire mode 2: Airburst, deals 50/60/70/80 damage at a fast rate, has 100/150/200/250 splash, does piercing type damage, enemies caught in the blast have armor reduced by 2/3/4/5, this mode can also be used to destroy trees.
Fire mode 3: Subterranean, deals 15/20/25/30 damage at a fast rate, has 100/150/200/250 splash, and causes the ground to explode beneath enemy units, pushing them 200/300/400/500 from the center of the explosion, deals normal type damage.
*Note: The Master of the Forge must be piloting his vehicle to toggle modes, and move it. He may leave the vehicle to have it auto-target enemies, but its accuracy is reduced by 40%, and it may not change modes or move. When piloting the Cannon, the Master of the Forge has to say a command to change the fire mode, "-sd" is for fire mode 1, "-ab" is for fire mode 2, and "-st" is for fire mode 3.

Skill 2: Eyes of the Omnissiah
fluff: Outfitting a broadcast tower with a Signum communication device, the Master of the Forge is able to observe the battlefield and the placement of troops, which is then relayed to friendly forces.
effect: Builds a Broadcast tower at target point, has 300 hp, is invisible, deals no damage, and has 0 fort. armor. The tower can be used actively to a give a 300 range vision of all enemy heroes within a 2000/2500/3000/3500 range of the tower, the active skill has a c/d of 6/5/4/3 minutes. c/d is 30 sec, mana cost 100/120/140/160 (of the original skill not the tower's)

Skill 3: Servo-Arms
fluff: The Master of the Forge is equipped with multiple Servo-Arms that can be used for both making repairs and as melee weapons.
effect: When activated, pushes melee attackers back 200/300/400/500 range, deals 80/100/120/140+1*(1 or .08) Str, passively adds 2/3/4/5 bonus health regen, c/d is 10 secs, mana cost is 80/100/120/140.

Ultimate: Conversion Beamer
fluff: A relic weapon, the conversion beam projector fires a beam that induces a subatomic reaction in the target, converting mass into energy. The further the projector is away from the target, the more the beam has time to build-up power, resulting in greater effect.
effect: The projector has map-wide range, but the beam fired will only last for 4000 range before dissipating, the base damage is at 4000 range, which is 450/550/650, the damage is reduced progressively by shorter ranges. Ultimately, at melee range, damage is reduced by 40%
c/d is 70 seconds, mana cost 200/250/300
*Note: The beam fired is of small size(100-150 range), that ignores units but will go into effect when hitting a hero, it does not target heroes directly, instead the area in which the hero is going to be must be targeted. The projector has a charge-up time of 3 seconds(for all levels) before firing.
Str: 25 + 2.4 primary
Agi: 15 + 1.5
Int: 20 + 2.2
MS: 300
Attack range: 650
IAS: Fast

afro


Last edited by Darkerslash117 on Sat Jun 19, 2010 10:59 pm; edited 12 times in total
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 05, 2010 2:57 pm

Skill 3: Servo-Arms
fluff: The Master of the Forge is equipped with multiple Servo-Arms that can be used for both making repairs and as melee weapons.
effect: When used, pushes melee attackers back 200/300/400/500 range and adds 2/3/4/5 bonus regen, c/d is 10 secs.

Also does 100/125/150/175 damage + 1*(Str amt)

Also, i don't know how to use the quoting button ><
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Glycine Sat Jun 05, 2010 4:20 pm

[quote]----- [/"quote]. Without the quotation marks, is how you quote.

And it looks good so far. ^^
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by cellrawr Sat Jun 05, 2010 5:16 pm

Fixed the quote for you, you had it backwards. The slash goes on the second one.


Adding suggested mana costs for the skills would help also.

For the turrets, do you mean 1000 range? Cause 100 range is pretty much melee range.

There would be a duration for overload, right?

For servo-arms, would it be that they passively give the regen, and activating it does the knockback/damage? Just making sure.

For his ult, I would suggest making level 1's max range be 600. With how it is now it's doing a max of 450 at both 1 and 2. Doesn't make sense to just be adding range when leveling up his ult.

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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 05, 2010 6:20 pm

Mana Costs
Innate : 50/60/70/80/90/100
Skill 1 : 100/150/200/250
Skill 2 : 70/80/90/100
Skill 3 : 80/100/120/140
Ultimate: 200/250/300

Turrets would have w/e the current range is for towers, ( 700 i'm guessing? ) 100 is just how close the MotF has to be to the point you want the turret to be, so you can't just drop 'em behind heroes and e-z gank them

Overload Duration: 5/6/7/8 secs

For Servo-Arms, the regen is passive and the knockback is activated

Ult redo: Same name
fluff: Same
effect: Deals damage to one unit based on range, max range 600 for all levels, at melee to 300 does 200/250/300( based on level ) at 301 to 600 does 400/450/500(based on level), if the unit dies it causes an explosion that damages enemy units within a 300 range for 200/225/250 c/d is still 60 secs
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by cellrawr Sat Jun 05, 2010 7:29 pm

Is there a charge up time on his ult? Cause without one he could be in the Feugan levels of burst potential. At level 7 without items, a maxed out servo-arms and lvl 1 ult is around 600 damage by itself since servo knocks it into perfect range for the ult. More damage if you aim the knockback into your turrets or base towers.

I suggest lowering the damage on the beam impact, and how about instead of the on death effect it places a debuff that causes damage to the target and his allies in an aoe around him for the amount of damage he took (after damage reduction effects like armor). It would make a little more sense for the converted energy to explode then instead of when he dies, imo. Just a suggestion, don't have to use it. But his damage potential is high.

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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 05, 2010 7:50 pm

Yeah, servo + ult + turrets = a sure kill so....

Ult Redo Redo: Same name
fluff: same
effect: Deals damage to one unit based on range, max range 600 for all levels, at melee to 300 does 100/150/200( based on level ) at 301 to 600 does 250/300/350( based on level ), the unit then releases radioactive energy, dealing 100/150/200( based on level ) to itself and all nearby units over 5 secs, has a charge-up time of 3 seconds.

might have to reduce servo-arms damage too, say... 80/100/120/140 + 1 or 0.8*str
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by 13loodRaven Sun Jun 06, 2010 8:40 am

Here are some names for this hero; Marcus Herculius, Gaius Valerius, Maximius Magnus.

Or if your into single names:

Decimus, Claudius, Appius.

Hope I have been of some help Smile
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Grass Hopper Sun Jun 06, 2010 10:28 am

are you aware that you can edit your own posts? Razz

anywho:

innate: really really op numbers wise (if it can affect outposts). and even if it cant, then it basically guarantees that your siege units never die.
either increase the cooldown, or lower the heal ammount.
and possibly add some effect for non-mechanical units.

first skill:
looks good.

second skill:
its not possible to reduce the range on a unit.
can i suggest a miss chance instead?

third skill:
looks good

ult:
isnt the conversion beamer supposed to be a really long ranged weapon? 600 range is a little low dont you think?
increase the range, give it a 'base damage' and just make the %'s lower at further ranges.
like, deals X/Y/Z damage at max range, for each X range close that the target is, it deals X% less damage
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by cellrawr Sun Jun 06, 2010 12:20 pm

Couldn't it be like Asuremen's melee switch thing then? Just with a duration where it automatically makes him go back to ranged instead of being a toggle?

So pretty much a reverse Feugan?

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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sun Jun 06, 2010 1:36 pm

I re-did my original post, looks better than before, now i need some criticism on it.
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by cellrawr Sun Jun 06, 2010 1:48 pm

I would suggest your ult to say it deals the aoe over 5 seconds instead of for to clear any confusion (Some people might think each aoe would deal 200 damage). Also, the blessing of the Omnissiah sounds kinda weak to me for its mana cost. A total of 120 health/mana over 10 seconds for 250 mana seems too costly for it to me. I personally would suggest increasing the health/mana regen a bit, but thats just me. Otherwise he looks good to me so far.

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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sun Jun 06, 2010 2:07 pm

I might have cleared the ult up, or just made it worse, also I upped the innate to make it more worth it for non-mechanicals, I thought about movement speed because it might be alittle extra which makes up for the mana loss (ofcourse the healh regen kinda already does that, just a suggestion).
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Grass Hopper Sun Jun 06, 2010 6:47 pm

looks good, but the damage on the ult is a little low
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sun Jun 06, 2010 8:21 pm

I increased the base damage and reduced the % of the ult, might need a bit more tweakin'
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Glycine Fri Jun 18, 2010 10:57 pm

The projector has map-wide range, if it hits after 2500 range, results in an instant kill, anything below is reduced by % based on range. Base damage in this area is 650/750/850 at 2500 to 2000 range. Within 1999 to 1500, damage is reduced by 10%, within 1499 to 1000, damage is reduced by 15%, within 999 to 500 damage is reduced by 20%, and within 499 to melee, damage is reduced by 25%

Map wide range is fine, at least for targeting. The projectile, however, should only go 3000-4000 distance at max. I'm debating whether it really should instakill, because people can just fire into the base late game and hope to hit something.

Here are the values, though.
- 4000-2000, base damage is 575/700/825.
- 1999-1000, decrease by 30% to 403/490/578
- 1000-100 range, decrease by another 35% to 262/319/376.

If you factor in a magic resist of 25%, that's then 460/525/619 damage at optimum range.

Charge up time of 3 seconds for all levels and the beam has a width of about 100-150 distance, so it'll be genuinely hard to hit things with it.
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 19, 2010 11:19 am

updated, take a look plox
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Grass Hopper Sat Jun 19, 2010 7:54 pm

few things on the ult:

you need to increase the damage loss%
(hitting something at melee range and max level still does 720 damage)
(just a though, does it need more intervals? i think it needs a smoother damage loss progression - either add in several more intervals or make it a dmg loss based on distance, no intervals, kinda like a reverse fuegan's nuke)

also: whats the point of giving it mapwide range if it can only travel 4k distance?

also also: why doesnt it affect creeps?
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Glycine Sat Jun 19, 2010 8:43 pm

You can click on a point mapwide, but the projectile should only go 4k range.

It does way too much damage right now.

And it should affect creeps if it touches them, as a balance factor.
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Grass Hopper Sat Jun 19, 2010 8:55 pm

also, *no* insta-kill on heroes.
ever.

and i still dont see the point of a global cast range.
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

Post by Darkerslash117 Sat Jun 19, 2010 10:30 pm

Can i get the specs for how to set up his ult as a reverse Fuegan's first skill.
That is how to write it out (type it out technically... w/e)



disregard this, problem solved
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[Incomplete] Marcus Magnus, Master of the Forge Empty Re: [Incomplete] Marcus Magnus, Master of the Forge

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