Official Battle Tanks Community
Tinker Ultimate - Printable Version

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+--- Thread: Tinker Ultimate (/showthread.php?tid=2168)

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Re: Tinker Ultimate - kittyonmyfoot - 2008-06-04

JpOO Wrote:
kittyonmyfoot Wrote:Ha... let's play spot the real exploder on the mini-map 0.o ... Also given that the explosives can go on any tank... I may just use it on myself and not bother with the exploder.

m? Illusion cant carry itms or make dmg. Its like BM illusion skill. I'm so bad at eng.. =*(
wasn't expecting it to damage... like vomitus said it would be more to protect vs long range attacks. which can bite if they're at your door and creep in to rocket / lava shot u >.<


Re: Tinker Ultimate - Centreri - 2008-06-09

I don't like the idea. I think that there's enough towers for a tinker, and the food limit and all that taken into account.. no.

What I think would be more useful is an ultimate that greatly decreases the cooldown and build time of towers. Well, first level not so great, but just so tinkers become somewhat viable later on. If a tinker at level 20 can set a new tower into construction every twenty seconds, I think that would somewhat balance out the late-game advantage of non-tinkers.


Re: Tinker Ultimate - Vomitus - 2008-06-09

Then it would a passive skill that reduces cooldown of all Tinker skills by a percentage with level(10-50%). It also should reduce Tower building time with that amount.
And, of course, this skill should not be applied to items.


Re: Tinker Ultimate - GooglyBoogly - 2008-06-23

I also thinnk that a passive ultimate would be a nice idea, as all of his other abilities are active.

I would suggest that an increase in food cap could be a part of the ultimate, maybe in combination with another effect. say increased mana regen (for faster repairing)