Posts: 120
Threads: 36
Joined: Sep 2008
Reputation:
0
a ward like the tp breaker but instead it just keeps ppl from teleporting in or out of its range. those who try to teleport in will get stopped at its outer edge and appear there. it would not deal any damage or stun anyone and i think it should effect both teams at the same time and of course be killed creeps when shown by radar
Posts: 572
Threads: 65
Joined: Jun 2008
Reputation:
0
hard to balance but I like the idea. It hurts and benefits some tanks and builds more than others.
but that's ok since you can just adjust the overall price to account for it. i like it because its utilization requires a specialized plan and specific counters though, that's what i really love about the idea. i like the idea, but that's just me!
you just have to keep the price relativity in relation to other items, weapons, and hulls with respect to all tanks abilities in mind. for instance: you don't want an item to be very cheap or overpowered that allows a sky fortress, or antigrav to use their jump or speed burst abilities to safely escape with no danger of dying or being followed with teleport. if the item is expensive enough then it would be fucking cool though!
Why's the rothchild family crest and the illuminati symbol on my 1 dollar bill? Why do rich and powerful American "christian" leaders have gay sex and worship a giant 40 foot stone owl at Beach Grove every year? Why doesn't anyone care?
Posts: 488
Threads: 46
Joined: Aug 2008
Reputation:
0
Keep in mind it could make cps even harder to take for a defending team and for a comeback to happen - rich attacking team nulls closest 3 cps.
Very nice idea, many ways to implement.
Balancing
- limit to one per player
- cant be placed directly around cp's
- when deployed, it starts off with a small range (e.g. 600) but that grows over time. Anyone who jumps into the field will knock back the range predefined amount or based on how far the tp'ing tank was.
- can be hit by tanks but has high evasion
- when detected by enemy, it shows the range of the null field (if variable)
- range of field is based on hp of the generator
- allow it to grow very large, when undisturbed for a long time, to scale better in late game
:D
๏̮๏
Posts: 376
Threads: 37
Joined: Dec 2007
Reputation:
0
Remember that it can be lethal to implement it. If a teleport Breaker AND such a field are at one place or the ranges overlap there could be "long time stucks", critical errors, or other unintendet effects
By the way, taking a point wont be more difficult if it also deflects the own Teamplayers, when they teleport near to rescue the Cp - they also could be teleported away and loose the CP.
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
Posts: 61
Threads: 5
Joined: Dec 2008
Reputation:
0
Ohhh cool, wanna make long range better, then with that thing, short range users haven't a chance against long range even with teleport...
So I don't like it.
cedi
Posts: 103
Threads: 1
Joined: Mar 2009
Reputation:
0
-1 from me.
Is SC2 - Battle Tanks out yet?
Posts: 120
Threads: 36
Joined: Sep 2008
Reputation:
0
i disagree with it being a huge advantage for long range players. first of all, a tp breaker would be much more useful to protect a long range player because it provides a stun, damage and a predictable place to target your enemy. second, since it would affect both teams, it would keep anyone from teleporting away from a fight, which means the short range player has the advantage in a 1v1. dont forget, you would still be able to teleport. you just wont get as close.
this would also be a huge asset against backdoor hit-and-run tactics and right now i cant think of any good countermeasures to hit-and-runs other than standing there a waiting.