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New Tank Idea - Sniper - Printable Version

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New Tank Idea - Sniper - xenocide85 - 2008-08-06

The Sniper (1000)

Hp: 700
Price: 1000 gold
Speed: 250

Camoflouge (Q) (10mp cost pr level)
40 sec cooldown

lv 1: Invisibility, 1.5 second duration
lv 2: Invisibility, 2.0 second duration
lv 3: Invisibility, 2.5 second duration
lv 4: Invisibility, 3.0 second duration
lv 5: Invisibility, 3.5 second duration

Profiling (Passive)

lv 1: +10% Chance for all weapons to select heroes rather than creeps or buildings
lv 2: +15% Chance for all weapons to select heroes rather than creeps or buildings
lv 3: +20% Chance for all weapons to select heroes rather than creeps or buildings
lv 4: +25% Chance for all weapons to select heroes rather than creeps or buildings
lv 5: +30% Chance for all weapons to select heroes rather than creeps or buildings

Headshot (Passive)

lv 1: +5% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 2: +10% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 3: +15% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 4: +20% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 5: +25% Chance for all weapons and abilities to do 1.5x damage upon hit

Ultimate ability
Triangulation ® 60 sec cooldown

Casting Range of 3,000. Upon cast, 3 hidden sniper turrets take 3 seconds to setup in a triangle 2,000 range from selected 200 radius area. Whenever The Sniper presses the trigger button within 15 seconds of setup, all 3 turrets fire x2 at one randomly selected hero in the radius over a period of 2 seconds. Spell resets once turrets fire or disappear.

(damage per turret shot, ie x6)

lv 1: 200 dmg, 40 mp
lv 2: 400 dmg, 50 mp
lv 3: 600 dmg, 60 mp
lv 4: 800 dmg, 70 mp
lv 5: 1000 dmg, 80 mp


Tank-Cannon:
Range: 2,000
Cooldown: 10 seconds
Attacks Heroes Only
Damage: (subject to pre-existing hero only calculations)

--

If adopted, I'm completely willing to change or tweak any of these abilities.
Other skill possibilities include something like a targetted one or two shot ability
OR
other passive skills that do things like increase the range or damage of the innate hero-only gun
ie Vantage Point (passive)
lv 1: Increases range of innate gun by 100
lv 2: Increases range of innate gun by 200 etc.


Re: New Tank Idea - Sniper - Gammagulp - 2008-08-06

1. Even if it would be possible to implement that infuencing of the phonix fire ability items I am afraid of big performence problems.
2. a sniper cannon and that ultimate combindes is IMO way to strong against nearly every tank - you ie could snipe a starting tinker much to easy :/
3. Even the Scout was really difficult to be balanced. If now another 1k start tank with sniper + maybe 2k bombarding weapon start is implemented - this game will be called sniper tanks soon :|


Re: New Tank Idea - Sniper - xenocide85 - 2008-08-06

Well I dunno. The whole thing about the sniper cannon is that it's cool down is huge and the range so large that it'd be really hard to focus fire and assassinate. The ultimate, which can be tweaked, was intended to setup basically a small area for as a 'sniper trap'. And if someone moves into it AND the sniper triggers the turrets within some small time window that the sniper placed it (and after it takes time to setup) then he can start firing on a randomly selected tank in teh radius. But not only that, the firing happens over 2+ seconds so that tanks can move to avoid some of the damage, just like in orbital control. The only time it's dangerous its potentially OP is if someone just stands still.

Additionally, the sniper will be at a disadvantaged for creeping, have low HP, and low speed. I think he had the potential to be more balanced than the scout is. He will require tweaking though.


Re: New Tank Idea - Sniper - Gammagulp - 2008-08-06

Invisibility, extradamage and maybe herofocossing for ALL weapons I buy + a sniper ability. hmmmmm sry I think its difficult to balance a tank who can take a 3000 Gold weapon and can do 25% chance - 150% damage

that means
75% normal + 25% extra like 37.5% = 112.5% effectivity

Means weapons for 10k gold are like 11.2k Gold effective.
And have a chance to hit the enemy hero directly.
+ Invisibility
+ Sniper ulti

--> I am afraid of ... ^^

The 10 seconds delay of the anti hero sniper weapon could make it that lethal - +additional bombarding with critical hit and direct hero hit (well rather seldom but possible) it could be instant death for a scout. This tank also can kill tanks at CP then.


Re: New Tank Idea - Sniper - xenocide85 - 2008-08-06

I dont think so... by the time you can have a level 5 ability like +25% 1.5x damage, ppl will have demon tanks, if not higher... that means you'll need 1-3 gold hulls + a speed pack + guns to live. Additionally, the sniper doesnt have any damage abilities aside from its Ult. So you're gonna be taking, 2-4k damage from a demon tank and all you can do to it is your sniper ult, which at best might do 4k, but still takes setup time *and* requires them to walk into your setup. The innate cannon can be modified, in terms of cooldown, range, and damage (even if it departs from the standard calculation) to ensure it is not broken.

As for this tank, I forsee it only be used early game and I think it has strong disadvantages and counters.


Re: New Tank Idea - Sniper - TKF - 2008-08-06

I think it fits kinda bad, since the scout already is kinda sniper tank.


Re: New Tank Idea - Sniper - Bobguydude - 2008-08-09

The scout may be similar in some areas, but in my opinion it is totally different in the focus of the tank. The scout was made to attack creeps, while this tank would be made for hunting heroes. I personally think this tank would fit really well, if balanced, since as of now the only purely anti-hero tank (correct me if I'm wrong) is the exploder.