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| | <div style="float:right;"><!--temporary hack to float infoboxes right. TODO: implement proper tabbers for infoboxes--> |
| <tabber> | | <tabber> |
| |-|Ranged Trooper = | | |-|Ranged Trooper= |
| {{Infobox unit | | {{Infobox unit |
| |can_move=true|name=Ranged Trooper|Image=Ranged Troopers.png|max_health={{NpcData|trooper_normal|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_normal|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_normal|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_normal|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}} | | |can_move=true|name=Ranged Trooper|Image=Trooper Icon.png|max_health=300|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=28|bullet_damage=36|attack_range=1000|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=144|soul_orbs=1}} |
| |-|Melee Trooper = | | |-|Melee Trooper= |
| {{Infobox unit | | {{Infobox unit |
| |name=Melee Trooper|can_move=true|Image=Melee Troopers.png|max_health={{NpcData|trooper_melee|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|attack_range={{NpcData|trooper_melee|MeleeAttemptRange|1}}m|melee_damage={{NpcData|trooper_melee|MeleeDamage}}|move_speed={{NpcData|trooper_melee|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_melee|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1}} | | |name=Melee Trooper|can_move=true|Image=Trooper Icon.png|max_health=400|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=0|bullet_damage=0|attack_range=120|melee_damage=80|move_speed=3.2|sprint_speed=4.33|soul_value=144|soul_orbs=1}} |
| |-|Medic Trooper = | | |-|Banner Trooper= |
| {{Infobox unit | | {{Infobox unit |
| |name=Medic Trooper|Image=Medic Troopers.png|max_health={{NpcData|trooper_medic|MaxHealth}}|bullet_resist=0|spirit_resist=0%→70|dps={{NpcData|trooper_medic|VSPlayer|BaseDPS}}|attack_range={{NpcData|trooper_medic|WeaponInfo|FalloffEndRange|2}}m|melee_damage=25|move_speed={{NpcData|trooper_medic|WalkSpeed|2}}|sprint_speed={{NpcData|trooper_medic|RunSpeed}}|soul_value={{DataProp|Convar|citadel_trooper_gold_reward}}|soul_orbs=1|can_move=true}} | | |name=Banner Trooper|Image=Trooper Icon.png|max_health=260|health_regen=0|bullet_resist=0|spirit_resist=0%→70|dps=28|bullet_damage=36|attack_range=120|melee_damage=25|move_speed=2.4|sprint_speed=4.33|soul_value=144|soul_orbs=1|can_move=true}} |
| </tabber>{{Quotation|[[Mirage]]|Sometimes, the small things make all the difference. | | </tabber> |
| }}
| | </div> |
| '''Troopers''', also colloquially called '''Creeps''' or '''Minions''', are common offensive units coming from each team's ziplines. They are the primary force for pushing lanes and {{Souls}} [[Souls|Soul]] farming throughout the game. | | '''Troopers''', also colloquially called '''Minions''' or '''Creeps''', are common offensive units summoned by the [[Patron]]. They are the primary force for pushing lanes and early [[Souls|Soul]] farming. |
|
| |
|
| == Overview == | | == Overview == |
| Troopers appear to be small humanoid puppet-like automata, {{PageRef|The Hidden King|alt_name=Amber}} Troopers have candles serving as their heads while {{PageRef|The Archmother|alt_name=Sapphire}} Troopers have lamps as their heads instead. Troopers visually appear to become more damaged depending on their health. There are 3 types of basic troopers: Ranged Troopers, Melee Troopers and Medic Troopers. Each trooper wave has 2 Ranged, 1 Melee and 1 Medic. | | Troopers appear to be small humanoid golems with a large burning candle atop their head. In combat, the amount of wax on the candle directly reflects the amount of health a trooper has. There are 3 types of basic troopers; Ranged Troopers, Melee Troopers and Banner Troopers. |
| | |
| Troopers serve as the primary means to pushing lanes. The waves spawn as follows:
| |
| {| class="wikitable"
| |
| |+Trooper wave spawn rate
| |
| !Match duration
| |
| !Spawn frequency
| |
| |-
| |
| |0 to 20 min
| |
| |30s
| |
| |-
| |
| |20 to 35 min
| |
| |25s
| |
| |-
| |
| |over 35 min
| |
| |20s
| |
| |}
| |
| Initially the waves consist of 3 Ranged Troopers and 1 Medic Trooper; after 5 minutes they become 2 Ranged, 1 Melee and 1 Medic. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way.
| |
| | |
| During laning phase, Troopers are also the most reliable source of [[Souls]]. Slain Troopers will drop a [[Soul Orb]] on the ground that can be picked up by nearby ally players for {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the soul bounty, and release a floating Soul Orb that can be confirmed or denied by players for the remaining {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% souls. Killing a Trooper with a [[melee attack]] prevents orbs from spawning and awards 100% of the value on kill.
| |
|
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|
| === Combat Stats ===
| | Troopers serve as the primary means to pushing lanes, appearing in waves of 4 every 30 seconds. These waves consist of 2 Ranged Troopers, 1 Melee Trooper and 1 Banner Trooper. Troopers enter lanes by riding [[Ziplines]] in a vessel, which can be shot down to force them to drop early. Once on the ground, Troopers will attempt to move down the lane, attacking other enemy Troopers, [[Heroes]] and [[structures]] on the way. Troopers take reduced damage from enemy [[Guardian]]s, [[Walker|Walkers]] and the [[Patron]] to act as a frontline for players looking to push lanes. |
| Troopers have a complex set of resistances and vulnerabilities that change based on the game's state and their opponents. | |
| {| class="wikitable sortable mw-collapsible"
| |
| |+Trooper Combat Stats
| |
| !Enemy Type
| |
| !Damage Output (DPS)
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| !Damage Resist (%)
| |
| |-
| |
| |Players
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|BaseDPS}}
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSPlayer|DamageResist}}
| |
| |-
| |
| |Troopers
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|BaseDPS}}
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSTrooper|DamageResist}}
| |
| |-
| |
| |Guardians
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSGuardian|BaseDPS}}
| |
| | style="text-align: center" |0
| |
| |-
| |
| |Walkers
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSWalker|BaseDPS}}
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSWalker|DamageResist}}
| |
| |-
| |
| |Base Guardians
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|BaseDPS}}
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSWatcher|DamageResist}}
| |
| |-
| |
| |Shrines
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSShrine|BaseDPS}}
| |
| | style="text-align: center" |0
| |
| |-
| |
| |Patron
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSPatron|BaseDPS}}
| |
| | style="text-align: center" |{{NpcData|trooper_normal|VSPatron|DamageResist}}
| |
| |}
| |
| Note: Player damage resist is applied against [[Bullet Damage]], but not against [[Melee Damage]].
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|
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|
| '''Other combat stats'''
| | During laning phase, Troopers are also the most reliable source of [[Souls]]. Like most units, slain Troopers will grant part of their Souls on kill, and release a [[Soul Orb]] to claim the full amount. Killing a Trooper with a [[melee attack]] prevents an orb from spawning and awards 100% of the value on kill. |
| * They gradually gain spirit resistance over time, reaching 20% at 25 minutes and 70% at 50 minutes.
| |
| * Troopers gain {{NpcData|trooper_base|EnemyBaseDamageReduction}}% damage resistance when near/in the enemy base.
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| * At 35 minutes, all Troopers gain +50% HP.
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|
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|
| '''Sight Range'''
| | Troopers gradually gain spirit resistance, reaching 20% resistance at 25 minutes and 70% at 50 minutes. |
| * Troopers have two different sight ranges:
| |
| ** '''Vs. NPCs:''' {{NpcData|trooper_normal|SightRangeNPCs|2}}m
| |
| ** '''Vs. Heroes:''' {{NpcData|trooper_normal|SightRangePlayers|2}}m
| |
| | |
| === Health Regen ===
| |
| Troopers have 7 out of combat [[Health Regen|health regen]].
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|
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|
| === Math === | | === Math === |
| Trooper bounty is divided by {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% in the ground Orb and {{#expr:100-({{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100)}}% in the floating Orb, or 100% on death if killed by a melee attack. | | Trooper bounty is divided by 50% on Trooper death and 50% in the Soul Orb, or 100% on death if killed by a melee attack. |
|
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|
| The total Soul bounty per Trooper is equal to {{Souls|{{DataProp|Convar|citadel_trooper_gold_reward}}}} + ({{Souls|{{DataProp|Convar|citadel_trooper_gold_reward_bonus_per_minute}}}} per min). | | The total Soul bounty per Trooper is equal to {{Souls|144}} + ({{Souls|1.1}} per min). |
| {{SoulsValueTable
| |
| | trooper = 1
| |
| }}
| |
|
| |
|
| Additionally, they are divided among nearby ally players at the rates listed in table below: | | Additionally, they are divided among nearby ally players at the following rate: |
| {| class="wikitable"
| | * 100/60/35/25/20/16% (for 1/2/3/4/5/6 players) |
| |+
| |
| !Players
| |
| !% share to each player
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| !Total %
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| |-
| |
| |1
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
| |
| |-
| |
| |2
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
| |
| |-
| |
| |3
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
| |
| |-
| |
| |4
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
| |
| |-
| |
| |5
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
| |
| |-
| |
| |6
| |
| |{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
| |
| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
| |
| |}
| |
|
| |
|
| == Trooper types == | | === Ranged Trooper === |
| | Ranged Troopers are the most common type of Trooper. They deal damage in a short range, resorting to [[Melee attack|melee]] if the player gets too close. |
|
| |
|
| === Ranged Trooper ===
| | [[File:Ranged Trooper.png|frameless|239x239px]] |
| '''Ranged Troopers''' are the most common type of Trooper. They attack with a ranged weapon that has a range of '''{{NpcData|trooper_normal|WeaponInfo|FalloffEndRange|2}}m''', resorting to a [[Melee attack|melee]] if enemies get too close.
| |
|
| |
|
| === Melee Trooper === | | === Melee Trooper === |
| '''Melee Troopers''' are bulkier and tougher units with '''{{NpcData|trooper_melee|MaxHealth}}''' health and a faster walk speed of '''{{NpcData|trooper_melee|WalkSpeed|2}}''' m/s. They engage enemies with a melee attack within a '''{{NpcData|trooper_melee|MeleeAttemptRange|1}}m''' range. Melee Troopers only start spawning after 5 minutes.
| | Melee Troopers are faster and tougher units that can only attack at close range. |
| | |
| Melee Troopers can be [[parry|parried]] and get stunned. However, this doesn't reset the player's parry cooldown and doesn't end the parry early.
| |
| | |
| === Medic Trooper ===
| |
| [[File:Medic pack.png|thumb|224x224px|A medic pack dropped by a medic trooper]]
| |
| '''Medic Troopers,''' also known as '''Banner Troopers,''' are a special type of Trooper that can heal nearby Heroes and Troopers when they are killed. They are distinguished by carrying a large banner with a health symbol.
| |
| | |
| Killing a Medic Trooper will drop a '''Medic Pack''' that has to be picked up by a player. It heals allies in a 35m radius, based on the following formula:
| |
|
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|
| ''Heal = ({{MiscData|medic_trooper_aoe_health_pickup_amber|MissingPctRegen|Base}}% of hero's missing [[Health|HP]] + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|Base}} HP + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|PerMinuteAfterStart }} HP per minute) / Number of nearby heroes''
| | [[File:Melee Trooper.png|frameless|223x223px]] |
|
| |
|
| Note: The missing HP is per player, not total.
| | === Banner Trooper === |
| | Banner Troopers, also referred to as Medic Troopers, are a special type of Trooper that can heal nearby Heroes and other Troopers. They heal every 6 seconds. Healing bursts have a '''15m''' range, and heals '''80 HP''' to troopers and '''40 HP''' to allied Heroes during laning phase ('''80 HP''' after laning phase). |
|
| |
|
| Medic Packs cannot be picked up by the Trooper's own team.
| | [[File:Banner Trooper.png|frameless|349x349px]] |
| | |
| Medic Packs pickup range increases from 18m at 10 minutes to 30m at 18 minutes.
| |
| | |
| Troopers are also healed by a small amount when the Medic Pack is picked up by a player.
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|
| |
|
| === Super Troopers === | | === Super Troopers === |
| | All 3 basic Troopers have stronger "Super" variants, which start spawning while a team is in possession of a [[Rejuvenator]]. These super Troopers are bigger, tougher and deal more damage. |
|
| |
|
| Once an enemy [[Shrine]] has been destroyed, allied Troopers from that Shrine's lane (and for the Blue lane once either Shrine has been destroyed) become '''Super Troopers''', gaining {{NpcData|trooper_base|ShrinesDownBuffModifier|DamageScale}}% damage and {{#expr:({{NpcData|trooper_base|ShrinesDownBuffModifier|HealthScale}}-1)*100}}% health for the rest of the match. They also yield 15% less bounty when killed by enemies.
| | == Commands == |
| | To summon Entities, in this case troopers (requires sv_cheats 1):<syntaxhighlight lang="text">npc_create [unit_name|npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]</syntaxhighlight>To summon specific troopers, use the following as unit names: |
|
| |
|
| In [[Street Brawl]], normal Troopers become Super Troopers after 3 minutes, when the round goes into Overtime.
| | trooper_melee, trooper_nano etc. |
|
| |
|
| === Rift Troopers === | | == Update history == |
| When an {{PageRef|Unstable Rift}} is captured, '''Rift Troopers''' spawn in that lane for the winning team. They are larger, black-colored, and do not drop souls when killed. A minimum of 5 troopers spawn. If the trailing team captures the rift, they receive up to 9 additional Rift Troopers (14 total), scaling based on how far behind they are.
| | {{Update history table |
| | | contents = |
| | <nowiki>{{Update history table</nowiki> |
| | | contents = |
| | {{Update history table/row |
| | | update = May 13, 2025 |
| | | changes = |
| | * (Undocumented) Troopers now gain 30% [[Damage Resistance|resistance]] when inside the enemy base. |
| | }} |
| | {{Update history table/row |
| | | update = April 17, 2025 |
| | | changes = |
|
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|
| On the first rift, they have +100% health and damage compared to normal troopers, as well as {{MiscData|citadel_koth_cashin|TrooperModifier|MeleeResistPercents|1}}% [[Melee Resist]] and {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}% [[Spirit Resist]]. For each consecutive rift, the bonus health and damage increase by an additional {{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|1}}}}%, up to {{MiscData|citadel_koth_cashin|TrooperModifier|HealthPercents|4}}%. The bonus spirit resist also increases by {{#expr:{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|2}}-{{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|1}}}}% per rift, up to {{MiscData|citadel_koth_cashin|TrooperModifier|SpiritResistPercents|4}}%. Melee resist does not increase.
| | [ General ] |
| | * Soul Orbs no longer have special duplication rules before 8 minutes. Soul splitting rules are now the same before 8 minutes as afterwards. Adjusted trooper economy to compensate. There is also no longer a bounty bump that occurs at 8 minutes. |
| | * Wave interval increased from 25s to 30s (bounty values adjusted by the same ratio) |
| | * Players can no longer Parry troopers |
| | * [[Trooper#Banner_Trooper|Medic Trooper]]: Heal no longer has charges (was 3) |
| | * [[Trooper#Banner_Trooper|Medic Trooper]]: Cooldown reduced from 35s to 6s (this was the previous setup before) |
| | * [[Trooper#Banner_Trooper|Medic Trooper]]: Fixed healing sometimes not functioning on bounce when there are walls nearby |
| | * [[Troopers]] will no longer aggro to you when you shoot them while they are attacking a [[Guardian]] |
|
| |
|
| == Update history ==
| | [ Trooper AI Fixes ] |
| {{Update history}}
| | * [[Trooper#Melee_Trooper|Melee troopers]] will no longer see and follow players around corners and through veils |
| | * Smoothed out trooper navigation in some spots of the map where they need to drop down |
| | * [[Troopers]] that are attacking shrines are no longer distracted from their task by distant enemy troopers |
| | * [[Troopers]] now know to cross the base and attack the other shrine once their near one is defeated |
| | * Fixed a bug where troopers would rapidly change targets when multiple enemies are in range |
| | * Fixed a bug where troopers would fidget with their facing direction when walking without a target |
| | * Fixed a bug where troopers would fear really steep stairs |
| | * Fixed a bug where troopers would flash their targeting flare at the targeted player every time they came into camera or line of sight |
| | }} |
| | {{Update history table/row |
| | | update = February 25, 2025 |
| | | changes = |
| | [ Soul Orb Mechanics ] |
| | * Troopers no longer need to be last hit by a player in order to generate souls, as long as you are nearby. Troopers no longer have the "near death" flashing behavior. |
|
| |
|
| == 3D models ==
| | * Soul Orb lifetime in the air reduced significantly. |
| {{3D Model|Amber Melee|alt_image=Melee Troopers|size=120px}} | | * Soul Orb denies changed from 65/35% to 50/50%. |
| {{3D Model|Amber Medic|alt_image=Medic Troopers|size=120px}} | | * Soul Orb physical radius increased by 10%. |
| {{3D Model|Amber Trooper|alt_image=Ranged Troopers|size=120px}}
| | * Reduced horizontal movement of soul orbs from troopers. |
| {{3D Model|Sapphire Melee|alt_image=Melee Troopers|size=120px}} | | }} |
| {{3D Model|Sapphire Medic|alt_image=Medic Troopers|size=120px}}
| | {{Update history table/row |
| {{3D Model|Sapphire Trooper|alt_image=Ranged Troopers|size=120px}}
| | | update = November 21, 2024 |
| | | changes = |
| | [Misc Gameplay] |
| | * Mid Boss trooper health for first spawn reduced from 95% to 70% |
| | * Trooper Spirit Resist at 25 minutes reduced from 30% to 20% (still scales to 70% at 50 minutes) |
| | * Trooper soul changed from 60/40% in the kill/orb to 65/35% |
| | * Medic Trooper now has 3 charges of heal rather than 2 |
| | }} |
| | {{Update history table/row |
| | | update = November 7, 2024 |
| | | changes = |
| | [General Changes] |
| | * Fixed some cases where troopers could get stuck in the base |
| | [Misc Gameplay] |
| | * Troopers no longer change soul sharing rules after laning phase ends (meaning 2 heroes don't split souls) |
| | * Troopers no longer increase their bounty by 20% at 8 minutes |
| | * Troopers now take 28% more damage from [[Guardians]] |
| | * Troopers Spirit resist goes to 30% instead of 40% at 25 minutes |
| | * Mid Boss Rejuv Trooper Health increased by 30% |
| | * Fixed Troopers resistance against Base Guardians not working properly |
| | }} |
| | {{Update history table/row |
| | | update = October 24, 2024 |
| | | changes = |
| | [Misc Gameplay] |
| | * Trooper Soul Orbs now have a 90ms buffer to allow the server to do better calculations on who shot the orb first, to minimize latency advantages for denying |
| | * Trooper soul changed from 50/50% in the kill/orb to 60/40% |
| | * Medic Trooper heal now has 2 charges; time between casts is 6s [does not consume a charge when healing other troopers, mainly affects waves pushing on their own] |
| | * Medic Trooper heal cooldown increased from 6s to 35s |
|
| |
|
| == Gallery ==
| |
| <gallery>
| |
| File:New troopers.png|The Archmother's and the Hidden King's troopers
| |
| File:Ranged Troopers.png|Ranged troopers
| |
| File:Medic Troopers.png|Medic troopers
| |
| File:Melee Troopers.png|Melee troopers
| |
| File:Rift troopers.png|Rift troopers
| |
| File:Trooper.png|Old Trooper icon
| |
| File:Trooper sandbox icon.png|Old trooper in the Sandbox menu button
| |
| File:Ranged Trooper.png|Old Ranged trooper
| |
| File:Banner Trooper.png|Old Banner trooper
| |
| File:Melee Trooper.png|Old Melee trooper
| |
| File:Troopers combat.png|Old troopers in combat
| |
| </gallery>
| |
|
| |
|
| == Commands ==
| | * Troopers now gain +40% Spirit Resist gradually over 25 minutes, goes to 70% at 50 minutes |
| To summon Entities, in this case troopers (requires sv_cheats 1):<syntaxhighlight lang="text">npc_create [unit_name|npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]</syntaxhighlight>To summon specific troopers, use the following as unit names:
| | * Backdoor protection detection range for troopers increased (harder to kill troopers approaching the objectives with long range spells to stall making the game think you are backdooring when you aren't) |
| | * Backdoor protection removal now has a 20s buffer (so it doesn't go into protection mode immediately once creeps die) |
|
| |
|
| trooper_melee, trooper_nano etc.
| | * Walkers now have resist vs troopers starting at 60% and ending at -30% at 14 minutes |
| | * Guardian resist vs troopers changed from starting at 70% and ending at -30% at 10 min to starting at 60% and ending at -35% at 8 minutes |
| | }} |
| | {{Update history table/row |
| | | update = October 10, 2024 |
| | | changes = |
| | [General Changes] |
| | * Fixed troopers being unreliable to shoot while on the zipline |
| | * Adjusted Trooper tracer and muzzle effects for better alignment and lower visual noise |
| | * Trooper death effects resolve quicker and more cleanly |
| | [Misc Gameplay] |
| | * Troopers attack range vs Lane [[Guardians]] reduced from 13.5m to 12m (they get closer to it) |
| | * Guardians now take 70% less damage from troopers at the start of the game; this reduces by 10% per minute (max at +30% increased damage at 10 min) |
| | * Trooper spawn/bounty lane end time changed from 10 min to 8 min |
| | * Shields no longer reduce damage or get depleted by NPC units (Troopers, Bosses etc, but still takes damage from player summoned units) |
| | [Hero Changes] |
| | * {{HeroIcon|Bebop}}: {{AbilityIcon|Hook}} now also hits enemy troopers, killing them instantly |
| | * {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} damage reduction against troopers/neutrals increased from -40% to -50% |
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| == Trivia == | | == Trivia == |
| * There's an unused Trooper model in the game files labeled '''Trooper_Jetpack''', which has flying animations. The Jetpack Trooper was also present in [[Neon Prime|''Neon Prime'']]. | | * There's an unused Trooper model in the game files labeled '''Trooper_Jetpack''', which has flying animations. The Jetpack Trooper was also present in [[Neon Prime|''Neon Prime'']]. |
| ** There's another unused Trooper model in the game files labeled '''trooper_siege''', which has a rocket launcher. | | * The weapon carried by Ranged and Banner Troopers is shaped like a [[wikipedia:Candle_snuffer|candle snuffer]]. |
| * Before the [[Old Gods, New Blood]] update, both teams' Troopers were candle-shaped. The weapon carried by Ranged and Medic Troopers was shaped like a [[wikipedia:Candle_snuffer|candle snuffer]].
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| {{Unit Navbox}} | | {{Unit Navbox}} |