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TECH TANK / PHANTASM TANK
#1
It would be fun to add more tank. I have an idea for a new tank, if you like. A tier 3 sort of.

Some nice models
http://www.hiveworkshop.com/forums/model...am-163071/ - Tempest, I think this was intended for btanks
http://www.hiveworkshop.com/forums/model...bt-164377/ - Grizzly
http://www.hiveworkshop.com/forums/model...ob-162101/ - Mrs Bobs tank.
http://www.hiveworkshop.com/forums/model...nk-162280/ - Ursa Major
http://www.hiveworkshop.com/forums/model...nk-139248/ - Kodiak Tank

I found the Tempest tank to be a cool model, and it was only 119kb


We need a tank which can solve all problems. killing the troop command suckers, death to mortars, by itself super useful for saving CP's when everyones is far awar from cp, ultimate one shot kill tank, but this tank is EVIL Tongue cuz it can do all that! A tank with all your needs... perhaps Big Grin. If the tank hall is full the shredder can move to the trader.


TECH TANK / PHANTASM TANK / TEMPEST / Awesome tank name here (7000 - 14000)



Phase Beam Active
Heroes only

The tank fires an long range energy beam which causes damage on target enemy unit or heal target friendly unit. In addiction, its effect increase the more mana you tank has in store (20 pr point of mana). If its an enemy target, it will also drain some of its mana. If its used on a friendly target you will have low or no mana left, but adds some mana to the target. (Healing wave art)

(If the tank fires lv3 beam and has 33 extra mana when casting, it will for example deal 300 + 660 = 960 dmg/heal, the mana drained (if enemy) is not calculated)
- Cooldown: 50 seconds, minumum 5 mp cost pr level, to 25 mp cost pr level. 1200 range. No stun.

Level 1: 100 min - 500 max damage/heal and max 25mp overuse (5 + 20 = 25), 10% mana drained from current/adds the overused mana
Level 2: 200 min - 1000 max damage/heal and max 50mp overuse (10 + 40 = 50), 20% mana drained from current/adds the overused mana
Level 3: 300 min - 1500 max damage/heal and max 75mp overuse (15 + 60 = 75), 30% mana drained from current/adds the overused mana
Level 4: 400 min - 2000 max damage/heal and max 100mp overuse (20 + 80 = 100), 40% mana drained from current/adds the overused mana
Level 5: 500 min - 2500 max damage/heal and max 125mp overuse (25 + 100 = 125), 50% mana drained from current/adds the overused mana



Cascade Grenade Active

Fires a grenade on a target area (300), which deals some damage. A unit killed by the grenade will explode and deal the same damage in a small area (250 or 200), creating a potencial cascade explosion reaction, causing lethal damage to enemy tanks in creep clusters. (A hero cannot take more than 3 times the damage of a potential chain reaction + the ability damage if was targeted)
- Cooldown: 50 seconds, 12 mp cost pr level. Range 1000. No stun.

Level 1: 150 damage, (max 600 damage to a single unit from multi cascades)
Level 2: 300 damage, (max 1200 damage to a single unit from multi cascades)
Level 3: 450 damage, (max 1800 damage to a single unit from multi cascades)
Level 4: 600 damage, (max 2400 damage to a single unit from multi cascades)
Level 5: 750 damage, (max 3000 damage to a single unit from multi cascades)



Energy Capacitor Passive

Adds some mana regeneration to the tank and a small mp bonus pr level.

Level 1: 5+ max mana, 0.2 mana regenerated pr second.
Level 2: 10+ max mana, 0.4 mana regenerated pr second.
Level 3: 15+ max mana, 0.6 mana regenerated pr second.
Level 4: 20+ max mana, 0.8 mana regenerated pr second.
Level 5: 25+ max mana, 1.0 mana regenerated pr second.



CP Warp Teleport Ultimate

Allows the tank to teleport from anywhere on the map to close to a friendly CP or inside home base (does not apply to teleport beacons). The cooldown and casting delay decreases for each level, also the range from the CP increases for each level.

- 40 mp cost on level 1 + 10 mp cost pr level.

Level 1: Can teleport within 250 range of a friendly CP, 2 seconds casting delay, 80 ability cooldown.
Level 2: Can teleport within 500 range of a friendly CP, 1.75 seconds casting delay, 70 ability cooldown.
Level 3: Can teleport within 750 range of a friendly CP, 1.5 seconds casting delay, 60 ability cooldown.
Level 4: Can teleport within 1000 range of a friendly CP, 1.25 seconds casting delay, 50 ability cooldown.
Level 5: Can teleport within 1250 range of a friendly CP, 1 second casting delay, 40 ability cooldown.


What do you think about it?
Reply
#2
first model fits good.. the others are Op for wc3Wink

i also like the skills except the first. costs should be 14k imo with armor requ
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