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New tank: Celestial Tank & Psychopath
#1
This tank is an idea which I invert the reality that flying tanks are fast and supportive, but here
I've got the opposite idea. Celestial tank is going to be a slow and steady tank, most effective in close range.
The most interesting skill is Celestial Shift.

-------------------------

Celestial Tank
Model: An ancient airship with symbol textures
Cost: 6000
HP: 4000
Mana: 60
Speed: 250
Armor: 7
Note: Flying Unit

Abilities:

Primary Weapon (Passive)
Primary weapon of this tank has a range of 600. Cooldown is 1.5 sec.

Level 1: Damage: 100
Level 2: Damage: 200
Level 3: Damage: 300
Level 4: Damage: 400
Level 5: Damage: 500

[Q] Celestial Assault (Active)
Summon the ancient power of stars to destroy opponent. Call a meteor to fall upon the target.

Level 1: Damage: 300 Range: 900 Cooldown: 7 Mana: 3
Level 2: Damage: 400 Range: 800 Cooldown: 6 Mana: 4
Level 3: Damage: 500 Range: 700 Cooldown: 5 Mana: 5
Level 4: Damage: 600 Range: 600 Cooldown: 4 Mana: 6
Level 5: Damage: 700 Range: 500 Cooldown: 3 Mana: 7


[W] Celestial Shift (Active)
Exchange position with a tank within range immediately.

Level 1: Ally tank only. Range: 500 Cooldown: 20 Mana: 15
Level 2: Ally tank only. Range: 900 Cooldown: 25 Mana: 20
Level 3: Ally tank only. Range: 1300 Cooldown: 30 Mana: 25
Level 4: Any tank. Range: 1300 Cooldown: 35 Mana: 30
Level 5: Any tank. Range: 1500 Cooldown: 40 Mana: 35


[E] Celestial Symbolism (Passive)
Increase chance of nullifying damage from all types of creeps.

Level 1: Chance 10%
Level 2: Chance 15%
Level 3: Chance 20%
Level 4: Chance 25%
Level 5: Chance 30%

[R] Celestial Breath (Active)
*Only available when HP<50% of MaxHP.
Unleash a powerful breath of laser toward a single opponent. The attack lasts until user's Mana runs out, the target is out of range, or user's HP>50%
Only Heroes.

Level 1: Damage: 250/s Range: 800 /Cooldown: 60 /Mana: 2/sec
Level 2: Damage: 350/s Range: 800 /Cooldown: 60 /Mana: 2.5/sec
Level 3: Damage: 450/s Range: 800 /Cooldown: 60 /Mana: 3/sec
Level 4: Damage: 550/s Range: 800 /Cooldown: 60 /Mana: 3.5/sec
Level 5: Damage: 650/s Range: 800 /Cooldown: 60 /Mana: 4/sec

-*-*-*-*-*-*-*-*-*-
-*-*-*-*-*-*-*-*-*-
-*-*-*-*-*-*-*-*-*-

The next one, Psychopath, is very strong in agitating enemies. It has no damaging skills, but a lot
of status abnormality skills. It has low HP and armor but decent speed. Suitable for supporting
in killings tanks when tagging along with friends.

Psychopath
Model: A tank with goblin sitting in. Similar to Goblin Shredder or so.
Cost: 3500
HP: 2500
Mana: 40
Speed: 330
Armor: 2
Note: Ground Unit

Abilities:

Primary Weapon (Passive)
Primary weapon of this tank has a range of 1000. Cooldown is 1 sec.

Level 1: Damage: 50
Level 2: Damage: 100
Level 3: Damage: 150
Level 4: Damage: 200
Level 5: Damage: 300

[Q] Interference (Active)
Project wave interferences into enemy's tank, causing it to stun for a while. Has a fixed casting range of 1000.
Only Heroes.

Level 1: Stun Time: 2.0 sec Cooldown: 45 Mana: 10
Level 2: Stun Time: 2.6 sec Cooldown: 45 Mana: 15
Level 3: Stun Time: 3.2 sec Cooldown: 45 Mana: 20
Level 4: Stun Time: 3.8 sec Cooldown: 45 Mana: 25
Level 5: Stun Time: 4.4 sec Cooldown: 45 Mana: 30


[W] Short Circuit (Active)
Lower range of all target's weapons by half. Has a fixed casting range of 1000.
Only Heroes.

Level 1: Duration: 6 seconds Cooldown: 40 Mana: 20
Level 2: Duration: 7 seconds Cooldown: 40 Mana: 24
Level 3: Duration: 8 seconds Cooldown: 40 Mana: 28
Level 4: Duration: 9 seconds Cooldown: 40 Mana: 32
Level 5: Duration: 10 seconds Cooldown: 40 Mana: 36


[E] Suspended Animation (Active)
Direct a noise wave into enemy tank's system, slowing their functions.
Opponent's tank speed is slowed for 6 seconds. Has a fixed casting range of 1000.
Only Heroes.

Level 1: %Slowed: 20% Cooldown: 60 Mana: 25
Level 2: %Slowed: 30% Cooldown: 55 Mana: 30
Level 3: %Slowed: 40% Cooldown: 50 Mana: 35
Level 4: %Slowed: 50% Cooldown: 45 Mana: 40
Level 5: %Slowed: 60% Cooldown: 40 Mana: 45

[R] Psychic Explosion (Active)
Spread the interference of waves, so that units around it are also stunned (including allies, creeps and target itself).
This skill can only target "stunning" enemy. Has a fixed casting range of 1000.
Only Heroes.

Level 1: Radius: 500 Stun Time: 2.0 sec Cooldown: 60 Mana: 35
Level 2: Radius: 600 Stun Time: 2.5 sec Cooldown: 55 Mana: 40
Level 3: Radius: 700 Stun Time: 3.0 sec Cooldown: 50 Mana: 45
Level 4: Radius: 800 Stun Time: 3.5 sec Cooldown: 45 Mana: 50
Level 5: Radius: 900 Stun Time: 4.0 sec Cooldown: 40 Mana: 55

-------------------

What do you think about it? Any comments, imba? Your feedbacks are very welcome.

Thanks in advance.
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#2
Quote:[R] Celestial Breath (Active)
*Only available when HP<50% of MaxHP.
Unleash a powerful breath of laser toward a single opponent. The attack lasts until user's Mana runs out, the target is out of range, or user's HP>50%
Only Heroes.

Level 1: Damage: 250/s Range: 800 /Cooldown: 60 /Mana: 1/sec
Level 2: Damage: 350/s Range: 750 /Cooldown: 60 /Mana: 1.5/sec
Level 3: Damage: 450/s Range: 700 /Cooldown: 60 /Mana: 2/sec
Level 4: Damage: 550/s Range: 650 /Cooldown: 60 /Mana: 2.5/sec
Level 5: Damage: 650/s Range: 600 /Cooldown: 60 /Mana: 3/se

Why would you want to level this? At level one it has the highest damage/mana and the longest range.

I would suggest keeping the range constant, and make the initial mana cost 2/sec (conserving the +0.5 mana/sec /level)




Your cooldown for almost all the Psychopath's specials need to be increased. A stun move should have a CD of at least 40, possibly 50.

The mechanics behind Suspended Animation (Active) seems strange, since the physics of the tank shouldn't be affected by the pilot's brain - the engine doesn't work any slower if you chill their brain.

again, the cooldown needs to be increased for this ability with a range of say 60 -> 40 secs.

Quote:Spread the interference of waves, so that units around it are also stunned (including allies, creeps and target itself).
This skill is only effective to a unit that is having "stun" status

I am not sure what you mean by having stun status, could you please elaborate?
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Reply
#3
Thank you for pointing a lot of points out.Smile I've changed some of them and I'll clarify your doubts now.

For Celestial Breath, I first thought that dmg/s is most important, so I put it the first priority in exchange with range and mana.
But as I consider it again, I think it wouldn't be so wise to level this up to 5 if the range is that short. ^^;

For Psychic Explosion skill, it means that "this skill can only target stunning unit" (preferably suffering stunning from Psychopath's Interference skill).
This skill is like a combo after using Interference. It'll spread the stun to units around the stunned target.

If it's still confusing, please do ask.Big Grin
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