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[New Hero] SCV.Scavenger


RaKuRa

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[New Hero] SCV.Scavenger

 

Quick Summary: SCV is an INT support hero that collects scrap parts from destroyed units/buildings and uses them to either build structures/units or to load its powerful Scrap Cannon .

  • (Q) Build Structures: allows SCV to build a Mercenary Compound, Turret, or Sensor Tower on the map
  • (W) Supply Drop: drops a supply depot on the head of the enemy for AOE true damage
  • (E) Scrap Cannon: uses collected scrap parts to load its cannons and assault an enemy for heavy spell damage
  • (R ) Resourcefulness: increases scrap parts drop rate, and allows for more structure to be built on the map by SCV

Changelog:

09/04/2012

- first posted

09/05/2012

- supply cap added

 

Difficulty: Medium/Expert

 

Name: SCV.Scavenger

Portrait: SCV

Unit Base: SCV (tweaked a bit to look like a mini-thor --- with cannons on its back)

Type: INT

Script:

 

Weapon: Scrap Shooter (shoots scarp elements)

Range: 5.5

 

 

Abilities:

 

Heroic Passive: Scavenger

" Whenever a creep unit or a building is destroyed nearby, SCV gains +1 scrap part (from creep) and + 10 scrap parts (from buildings). SCV can slowly repair the mechanical units and buildings it creates at a rate of 1 scrap part per 100HP.“

 

Effect: Well this is SCVs special resource which it can use to build, shoot and repair (slowly). Up to RNG if SCV can repair all allied buildings with its passive. Allied units need to be able to target the structures if they get stuck behind a structure (so that one cannot wall off your own pool).

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Ability One: Build Structures

"SCV uses the scrap parts it has collected to build one of three structures: (1) Mercenary Compound that can train Medics, Hellions and Banshees; (2) Turrets that can detect invisible units and attack air (observers); (3) Sensor Towers that can grant vision and detection in a large area. Only one of each structure can exist on the map (unless upgraded by Ulti). ”

 

Energy Cost: 50/90/140/190

Cooldown: 60/45/30/15

Scrap Parts Cost: 10

 

Level 1:

Mercenary Compound HP = 150 +100%INT. Supply cap 4.

  • Medic (1 supply): Mana Cost = 30; Cooldown = 30; HP = 75+75%INT; Mana = 100%INT, heals for 2HP point per mana point
  • Hellion (1 supply): Mana Cost = 40; Cooldown = 40; HP = 150 +75%INT; Physical dmg = 50%INT, WS=1.5, hits all target in a line
  • Banshee (2 supply): Mana Cost = 50; Cooldown = 50; HP = 225 +75%INT; Physical dmg = 75%INT, Mana = 100%INT, Cloak = 7 sec for 50 mana

Turret HP = 100 + 100%INT; Range 7; Air dmg = 100%INT physical dmg

Sensor Tower HP = 150+100%INT; Vision range 7; Detection range 12

 

Level 2:

Mercenary Compound HP = 250 +100%INT

  • Medic: Mana Cost = 35; Cooldown = 25; HP = 75+75%INT; Mana = 100%INT, heals for 2HP point per mana point
  • Hellion: Mana Cost = 45; Cooldown = 35; HP = 150 +75%INT; Physical dmg = 50%INT, WS=1.5, hits all target in a line
  • Banshee: Mana Cost = 55; Cooldown = 45; HP = 225 +75%INT; Physical dmg = 75%INT, Mana = 100%INT, Cloak = 7 sec for 50 mana

Turret HP = 150 + 100%INT; Range 8; Air dmg = 100%INT physical dmg

Sensor Tower HP = 200+100%INT; Vision range 8; Detection range 13

 

Level 3:

Mercenary Compound HP = 300 +100%INT

  • Medic: Mana Cost = 40; Cooldown = 20; HP = 75+75%INT; Mana = 100%INT, heals for 2HP point per mana point
  • Hellion: Mana Cost = 50; Cooldown = 30; HP = 150 +75%INT; Physical dmg = 50%INT, WS=1.5, hits all target in a line
  • Banshee: Mana Cost = 60; Cooldown = 40; HP = 225 +75%INT; Physical dmg = 75%INT, Mana = 100%INT, Cloak = 7 sec for 50 mana

Turret HP = 200 + 100%INT; Vision range 9; Air dmg = 100%INT physical dmg

Sensor Tower HP = 250+100%INT; Vision range 9; Detection range 14

 

Level 4:

Mercenary Compound HP = 350 +100%INT

  • Medic: Mana Cost = 45; Cooldown = 15; HP = 75+75%INT; Mana = 100%INT, heals for 2HP point per mana point
  • Hellion: Mana Cost = 55; Cooldown = 25; HP = 150 +75%INT; Physical dmg = 50%INT, WS=1.5, hits all target in a line
  • Banshee: Mana Cost = 65; Cooldown = 35; HP = 225 +75%INT; Physical dmg = 75%INT, Mana = 100%INT, Cloak = 7 sec for 50 mana

Turret HP = 250 + 100%INT; Vision range 10; Air dmg = 100%INT physical dmg

Sensor Tower HP = 300+100%INT; Vision range 10; Detection range 15

 

 

Effect: Signature skill of SCV. If building placed properly with the proper micro (preserving units) SCV can command mini-armies …Can become very micro-oriented. Although a very micro-orineted player can benefit most of this skill, other players can rely more on the other damage skills of SCV to play it as a more normal hero and rely on units for scouting and less micro oriented play.

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Ability Two: Supply Drop

"Call upon a supply depot to drop on the head of the enemy dealing AOE damage. Spell is channeling for 2 sec and the landing area is marked”

 

Energy Cost: 75/115/155/195

Cooldown: 18/15/12/9

Range: 10

 

Level 1: 75 + 100%INT True dmg

Level 2: 150 + 100%INT True dmg

Level 3: 225 + 100%INT True dmg

Level 4: 300 + 100%INT True dmg

 

Effect: In a way similar to Dustin’s laser. Yes it does a lot of damage, but it has a 2 sec casting period in which enemy can react . Also has a good amount of mana cost to compensate for short CD. Of course subject to balance. Use the AOE to clear creep or try to hit an enemy hero.

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Ability Three: Scrap Cannon

"Loads scrap parts in its Scrap Cannon which can then be launched at an enemy target.”

 

Energy Cost: 20/30/40/50 mana per 5 parts loaded

Cooldown: 10 (1.5 sec channeling)

Range: 7

Scrap Parts Cost: min 5 - max 20 (increment of 5) (i.e., 4 charges per launch)

 

Level 1: 50 + 50% INT spell damage per 5 scrap parts loaded in the Scrap Cannon

Level 2: 60 + 50% INT spell damage per 5 scrap parts loaded in the Scrap Cannon

Level 3: 70 + 50% INT spell damage per 5 scrap parts loaded in the Scrap Cannon

Level 4: 80 + 50% INT spell damage per 5 scrap parts loaded in the Scrap Cannon

 

Effect: SCV’s “snipe”. Massive spell dmg but at the cost of parts. Not OP as you need scrap parts and mana to launch. Think of it this way creep waves have 5+5=10 units that will give you 10 parts (only 2 charges of the cannon). Which also will mean you wont be able to build structures. Allows for a different play style of SCV (nuker vs. micro/builder). Requires scrap part management/awareness.

--

 

Ultimate Ability: Resourcefulness

"SCV can scavenge more parts from destroyed units/buildings. SCV learns how to power more structures”.

 

Energy Cost: n/a

Cooldown: n/a

Range: n/a

Duration: n/a

 

Level 1: Destroyed units grant 2 scrap parts, while buildings grant 15. SCV can have 2 of each of its structures on the map (unit cooldowns are not shared among buildings). Supply cap raised to 6.

Level 2: Destroyed units grant 2.5 scrap parts, while buildings grant 20. SCV can have 3 of each of its structures on the map (unit cooldowns are not shared among buildings). Supply cap raised to 7.

Level 3: Destroyed units grant 3 scrap parts, while buildings grant 25. SCV can have 4 of each of its structures on the map (unit cooldowns are not shared among buildings). Supply cap raised to 8.

 

Effect: You can have enough scrap parts to shoot your Scrap Cannon and build your structures. You can command large armies if you have the micro skills to support that.

 

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Thanks for reading, and please make a constructive comment \ suggestion!

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Gonna be honest, its too complex for the game, would create mayhem when first implamented.

 

The Supply drop, 2 sec cast time is WAY too much, i think 1 second should give enough reaction time, then they still have the time from when it starts to fall, like in ladder, so it shouldn't be too bad. The Buildings, why would you want more than 1 merc compound? It seems like it could be a way to train an army, idk if i misread, but is there a duration on units from merc compound, otherwise, he could sit in the pool and build an army... LOL!

 

The scrap cannon, i believe there is a typo in the name, unless its supposed to be scarp cannon, if so, Kudos to you! The way the scraps would work would make him too weak until he can get a nice pool of them up, because if enemies can scare him away from picking up scraps (unless they are automatically given to him) he would be completely useless.

 

Its a good idea, but I don't think its right for the game, any hero who focuses on building structures in my mind does not belong in AoS, maybe Hero attack, but not AoS.

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Thanks for the comment Baggins:

 

- Yes it is a complex hero, but I am shooting for something more innovative (hit and miss).

- Units do have intenal coolown so thats why you need more if you want an army. Currently they do not expire after time but that can be changed of course as needed (5 min life for example)

- Yes there was a type ... it is a Scrap Cannon...and yes parts are auto collected if units/structure is destroyed near SCV. [At first i wanted the parts to drop and SCV to collect them... but then I changed it to auto-collect exactly due to harass potential]. The idea is to impose resource management as the Scrap Cannon is powerful. (which also allwos players to play SCV whitout all the buildins)

- Agree that sitting in pool and building units might be an issue... or it might not be ... since you can build limitted abount of units per minute (due to limitted amount of structures and unit CD).. also you won't be getting any experience. If you decide to do this at level 16+ when you dont need the EXP that much (your units can still be destroyed easily by AoE as they are not as powerful). Again needs to be tried to see if it needs balance ... but it is hard for me to imagin SCV with more than 5-6 units with it on the map at any one point.

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Yes Q is what makes this hero different. I have tried to balance the Q through cooldowns (and mana costs) but if it gets out of hand there can be further balancing like a supply cap that can potentially be increased with Ulti. Thus, SCV can have, say, 4 units at a time before upgrade, which wouldn't be that different than Marine King or Tosh ... the difference will be that SCV can pick the right units for the situation.

 

 

EDIT: Supply cap added.

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