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Exploder's Ultimate - Printable Version +- Official Battle Tanks Community (https://btanks.net/forum) +-- Forum: Battle Tanks - Warcraft III (https://btanks.net/forum/forumdisplay.php?fid=3) +--- Forum: Suggestions (https://btanks.net/forum/forumdisplay.php?fid=8) +--- Thread: Exploder's Ultimate (/showthread.php?tid=2113) |
Re: Exploder's Ultimate - kittyonmyfoot - 2008-06-04 Vomitus Wrote:um... just cause Dota used it doesn't mean it was their idea. Like i said it's from an arena game... Super Nintendo IIRC... pretty sure it pre-dates dota. Meh... I'd rather have a feed back trap anyways. ;pDerSatan Wrote:that idea makes the exploder too similar to Dota's techie in my opinion. he can plant mines, blow himslef up for damage, has the same model and can plant bombs and detonate the remotely.I think we shouldn't stack to the thought that something could be similar to Dota... Re: Exploder's Ultimate - Visjeplus - 2008-06-09 Maybe an other idea would be nice aswell: a Homing beacon ultimate skill. Level 1, place a homing beacon (for 5 minutes) which is stationairy and to which you can teleport ones a minute(from eveywhere on the map). Level 2, be able to place 2 homing beacons Level 3, Homing beacons will be usable in enemy base Level 4, you will be able to use your homing beacon skill every 40 second Level 5, make a 3rde Homing beacon This is just a very rough idea of the skill you get as en ultimate. Things that will need tweaking: - Cooldown/usability time (will it be usable ones a minute in total or per beacon?) - Will it be visible of invisible (visibility will make is interessting because it can work alsow as an deterent) - Lenght of time it will be up (5 minutes at the moment) or will it be indeffenitly with de ability to destroy it and place it somewhere else? - How many beacons can you place? - At which rang can u place the beacon? all balance problems and maybe it will be to good aswell (use it in enemy base? would be nice though). But this would be a nice skill in the theme of the exploder. Visjeplus Re: Exploder's Ultimate - Exodus - 2008-06-09 Ok guys, you now had some time to come up with some ideas and now I'd like you to focus on an abitiy you want to have in the map. So now is the time to concentrate on the given suggestions and choose the one, which you think is the best. Its still possible to post something new, but this also has to have an end ![]() Post the suggestion you like the most, maybe with some modifiactions, so we can decide on an ability. Re: Exploder's Ultimate - horselance - 2008-06-09 I was offline for a few weeks and dont know if this topic is closed or not. ![]() Hyper Tuneller: Exploder has a chance to penetrate hyperspace breakers. Passive Level 1: 20% chance Level 2: 25% chance Level 3: 30% chance Level 4: 35% chance Level 5: 40% chance Re: Exploder's Ultimate - JpOO - 2008-06-09 Great. I like this. Re: Exploder's Ultimate - LuckyD0g - 2008-06-10 What about creating a pull: Burrow Wind-walk Stun traps Cluster Fragments Automatic Ensnare Trap Pull Hold Dynamite Plant Bomb Homing beacon Hyper-Space Balls Larger Explosions Other... Re: Exploder's Ultimate - TKF - 2008-06-10 Maybe hyper tunneler is a good ability. It's the best suggestion I've heard so far. Hyper tunneler or... TKF Wrote:Plant Bomb (R) Active But it's more controlled to make a poll. Re: Exploder's Ultimate - Vomitus - 2008-06-13 horselance Wrote:I was offline for a few weeks and dont know if this topic is closed or not.Yeah, let's call this skill Hyper-Space Balls :lol: _Edit: I like this skill though:) _Edit2: But with new name it would fit better ![]() Re: Exploder's Ultimate - TKF - 2008-06-30 Okay maybe the Bomb idea is a horrible idea since it's used in dota (which I never play bleh! :x ) So Hyper Tunneler it is. (?) Re: Exploder's Ultimate - Tribulation - 2008-06-30 So basically you're totally screwed if you're laying siege to the enemy base and you have one or two suiciders up against your team, having both the possibility of that instant respawn thingy and this new ultimate... There would be a pretty high probability to trigger either one skill on the suiciders, meaning that you're fucked: either you die (and there's a good chance for more than one kill by the suicider because players are likely to stand close enough together in front of the enemies' base), or you are seriously "wounded", meaning that the other enemies can finish you off easily. I might be mistaken, but I believe that this would make the suicider far too powerful in situations like the one described. Re: Exploder's Ultimate - RedNova - 2008-06-30 The homing beacons idea is overpowered because it totally circumvents the anti-teleporting field of one's main base. This would be like a "I win" button for the exploder. Hyper tunneller would be good, but it should NOT circumvent the anti-teleporting field (again). I still vouch for a wind-walk ability though. Counterable and requires skills to use. But that's my idea so I'm biased :-) Re: Exploder's Ultimate - Tribulation - 2008-07-01 I support that as well, on the grounds that the other ideas do seem overpowered. Re: Exploder's Ultimate - Visjeplus - 2008-07-01 Well I must say i like the idea of the homing beacon and the hyper tunneler both. As for overpowered: the homing beacon is temporary and needs to be placed in the enemy base so that will be hard as a teleporter and as it will for instance despawn after 5 minutes you'll have to rebuild it after a little while, and we can always make it visible. But oke as it is my own idea, ill not focus to much on my own suggestion. As for Hyper tunneler. this will make one of the few counters against him very hard. But i guess we can surcomvent this by just placing 3 teleport breakers at the same spot, so the chance of hypering through will be very small. Don't want to be in the mappers shoe's at the moment. O wait sorry for making another suggestion, what if we combine the two. Something like Warp teleporter: an teleporter with unlimited range but a casting time. When casting at the place to which the exploder teleports a warp rift will open (which will be visible), taking the exploder 1 or 1.5 seconds to get through. but make this skill usible in enemy bases, with a long cooldown and unteleport breakable ![]() Re: Exploder's Ultimate - Vomitus - 2008-07-03 I think Wind Walk ability will not be that cool as it might seem to be. I'd suggest really combine two previous suggestions: Ethereal Passage On activation renders Exploder invisible and boosts his speed up to 450(change w/lvl). While active Exploder also has small chance to penetrate hyperspace breaker(3-4% per lvl). Active spell deactivates on teleport(not CP) and penetration deactivates a second after(to be able to ever effect those breakers at all). Cooldown 40 sec. Optionally we can add a feature: if Exploder teleports and penetration do triggers then EMP Shock auto casts. It may or may not use actual Exploder skill and drain or drain not his mana. As additions to any Ult here was supposed I can add a feature to gain more mana on resurrect so Exploder would be able to cast teleport immediately or some his skills like EMP(or Invisibility if it would be). Re: Exploder's Ultimate - TKF - 2008-07-03 I think we stick to the mines and explosives. What about a dual explosion xD Double Explosion (R) Passive :mrgreen: Upon death, there a chanch that his explosives will explode twice. stackable with recontruction. Level 1: 20% Level 2: 25% Level 3: 30% Level 4: 35% Level 5: 40% ______________________ If mines is to be removed, who will inherit the tinker mines? I think the mines are rather useful. Re: Exploder's Ultimate - horselance - 2008-07-04 Teleport breaker makes exploder useless after 15-20 min. Because everybody can buy it easily after 20 min. We must make exploder protected, offensive abilities wont make it stronger TKF. Maybe only a AOE increment could be good if offensive ability is required. Larger Explosions: Increases exploders' explosion range. Level 1: AOE incrased by 25% Level 2: AOE incrased by 31% Level 3: AOE incrased by 37% Level 4: AOE incrased by 43% Level 5: AOE incrased by 50% This can be an alternative to Hyperspace Tuneller to make hyperspace breaker's efficiency reduced. Re: Exploder's Ultimate - Gammagulp - 2008-07-04 Shall that Explosion always be larger or is it something like, IF the exploder is affected by hyperspace breaker it deals damage in larger area ? :?: Re: Exploder's Ultimate - horselance - 2008-07-05 Always. Re: Exploder's Ultimate - JpOO - 2008-07-05 Isnt it imba? I think it is. Even with breakers. Re: Exploder's Ultimate - Vomitus - 2008-07-05 JpOO Wrote:Isnt it imba? I think it is. Even with breakers.+1 Gammagulp Wrote:IF the exploder is affected by hyperspace breaker it deals damage in larger areaBut probably with this correction - it is not already imba. Or just add a chance that area will be larger on explosion. |