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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) |
Exploder's Ultimate - Exodus - 2008-05-18 Hey guys, and another change to get your idea into the map. I dont know if ANYONE uses this ability, when the tank was created this ability was only used to fill the space and the missing creativity ![]() These are some points to keep in mind when suggesting a new ability:
Re: Exploder's Ultimate - DerSatan - 2008-05-18 my suggestion: Burrow its the skill of the undead fiends in wc3. it lets the unit burrow in the ground (making it invisibe), until it unburrows. of course, a burrowed unit cant move, attack or use an ability except of unburrow. could be a nice addition to exploder, laying traps with yourself, or just to hide to avoid rockets. also, the tank model is so small that i think it fits graphically, too. Re: Exploder's Ultimate - Althend - 2008-05-18 Yeah burrow seems fun ![]() May be should we give extra damage when the exploder is burrowed. Then people would use the skill for other reason than just /hide/trap (radar make the skill unusefull if the only reason is to burrow) Re: Exploder's Ultimate - DerSatan - 2008-05-19 if burrow doesnt cost too much mana, it would also be a possibility to survive after you were reconstructed. most often i get killed after reconstruction anyways (by force or other tanks), maybe a trick to survive it? Re: Exploder's Ultimate - Tribulation - 2008-05-19 AoE-Spells, like the flame-thingy of Sky Tank, do damage invisible/burrowed units? I think it should be that way, the Exploder could have a period of a couple of seconds during which it remains invisible after surfacing again (similar to that of the Brood Mother or the Treant Protector from DotA) so it can get away. Re: Exploder's Ultimate - LuckyD0g - 2008-05-19 I like the idea of Burrow. How much mana Burrow would cost 14mana? When you reinconstruct you get 14mana, But when you will UnBurrow? You need to wait for mana to restore. What about level increasement of the spell, The message will appear when some one cast Aiming Rocket in your distance and other long range spells. May be not setting the movement speed to 0 bot to leave it on 1. Re: Exploder's Ultimate - Tribulation - 2008-05-19 Hm, it shouldn't take any mana to surface, you have to stand still at the location you cast Burrow, and you surface automatically as soon as you move again (or with the delay I described). Re: Exploder's Ultimate - RedNova - 2008-05-22 Why not an ability to wind-walk? Getting a speed increase, getting THROUGH creeps and be invisible for a short time (like maybe 5 seconds at lvl 1 and 10 seconds at lvl 5) That way you can counter teleport breakers. Breakers would be still effective (teleporting straigth to a spot is still the way to catch off-guard, and they prevent that). And you would be able to cause grief inside an enemy base, something an exploder absolutely CANNOT do easily currently, severely nerfing his utility late-game (although there are ways, albeit less effective). Radars would be the counter to that ability. And remember that the exploder still has to be killed to explode, just getting close to a tank does not means he'll die. Remember that a exploder does not gain that many experience, hence the ultimate would be level 1 or 2 even in long winded games. Re: Exploder's Ultimate - kittyonmyfoot - 2008-05-23 Possibilities: Passive: Increased mana rejuvination Speed Increase... 7-league boots? Turbo boost.... rocket pack? Increased blast radius... unstable core? Stun from explosion... (good for reconstruction) Drops bombs in a wider area after explosion (so larger radius isn't based off of explosive items) Immolate from explosion Active Cooldown reset button Ranged AoE (Orbital Control) Ranged Stun Stun traps Goblin bomb (from the goblin junker in battleships... places a debuff on an enemy until they repair or set time. If they use an ability durring the debuff they explode) Self destruct! ... pesky trader or after reconstruction waiting for invulnerability to wear off Personally I'd like reconstruction to be more useful so the stun from explosion, increased mana regeneration would be fun. The stun traps would be nice to help line up multi kills. Combining a ranged AoE damage + stun would be nice ... it sounds a bit overpowered but if you set the range right it would mostly be for creeping. Getting multi kills off of it shouldn't happen (except vs noobs) if it's in range of a few abilities (2k or less) Re: Exploder's Ultimate - TKF - 2008-05-23 Burrow sounds like an nice idea. Invisibility too. But what about... Cluster Fragments (R) Passive Upon death, the exploder will release explosive fragments around him which hit in an area of 500. (Maybe they kinda work like bomb carpet, but projectiles go in a volley randomly around) Each fragment does 600 damage. Level 1: 4 Fragments Level 2: 5 Fragments Level 3: 6 Fragments Level 4: 7 Fragments Level 5: 8 Fragments Or maybewith % chance of releasing clusters on death? Level 1: 40% Chance Level 2: 50% Chance Level 3: 60% Chance Level 4: 70% Chance Level 5: 80% Chance Automatic Ensnare Trap (R) Active Sets an trap that does automatically webs enemy tank within 250 range. The trap lasts 120 seconds and destroy itself on activation. 40 sec ability cooldown. Ensnare duration: Level 1: 2 seconds, 40 mana Level 2: 2.5 seconds, 50 mana Level 3: 3 seconds, 60 mana Level 4: 3.5 seconds, 70 mana Level 5: 4 seconds, 80 mana Pull (R) Active/Passive Pulls nearby tanks within 800 range of the exploder, slightly closer upon activation. Active version: Level 1: 200 range, 40 mana Level 2: 250 range, 50 mana Level 3: 300 range, 60 mana Level 4: 350 range, 70 mana Level 5: 400 range, 80 mana Passive version: Half range, no mana cost. Hold (R) Active Exploder uses a special teleport skill to teleport directly on an enemy tank. The exploder is completely sticked on target enemy tank for 3 seconds or until death. (scripted ability) This ability has short range, but is quite effective. 40 second cooldown. Level 1: 400 cast range, 40 mana Level 2: 500 cast range, 50 mana Level 3: 600 cast range, 60 mana Level 4: 700 cast range, 70 mana Level 5: 800 cast range, 80 mana Re: Exploder's Ultimate - kittyonmyfoot - 2008-05-30 Vomitus posted something about mana burn... a mana trap would be nice. Put a shortened stun on it and an AoE and you can seriously goof up an opposing team. Feedback Trap: Stuns within a 250 area and drains mana by a set percentage 1 - Drains 25% mana - 1 sec stun 2 - Drains 40% mana - 1.5 sec stun 3 - Drains 55% mana - 2 sec stun 4 - Drains 65% mana - 2.5 sec stun 5 - Drains 80% mana - 3 sec stun Doing a percentage much like the phase shift on a antigrav tank. So it never completely drains a tank. At mid game tanks would be knocked down to one ability when trying to chain for a kill and at late game it would allow people to pick between using abilities to base wreck and not port out or just stand there with cannons and have enough to port out. Not to mention that an exploder going out to the front line to lay a trap is pretty risky. I think burrowing would be too easy to camp a point and as it stands I can cp tele and then use my tele immediately after and cover most of the area to the next cp. Another thing I could do with burrow is tele and smoke to burrow so they have no idea where i'm at. Do that within range of their main assault cp and you have an easy multi kill lined up. Coincidentally... I've done cp tele + item tele + ability tele and gave someone the WTF feeling.... they were kinda pissed that i went from my base to behind their line to kill them. Re: Exploder's Ultimate - JpOO - 2008-05-30 The ability to set explosives on allied (maybe even enemy's) tanks, which after tank's death will explode causing damage, for which gold will receive exploder. Duno about dmg and other... something like that. Dynamite: (^^) 1st lvl : 2000dmg; 5 sec to set 2nd lvl : 4000dmg; 4 sec to set 3rd lvl : 6000dmg; 3 sec to set 4th lvl : 8000dmg; 2 sec to set 5th lvl : 10000dmg; 1 sec to set I dont know should the dynamite be shown on tank or not. Re: Exploder's Ultimate - TKF - 2008-05-31 What if dynamite concept is used like this? Plant Bomb (R) Active Plants bombs in the ground. They can be triggered when you explodes near them, or by mines. Bombs close to each other may cause a explosive chain reaction. The bombs us like normal invisible selectable immobile units that is NOT A WARD. So if an enemy got radar they may target the bombs with their weapons and detonate them. Also, you can remotely trigger the bombs yourself at any time. If you have a bomb field or some bombs, you might remotely deal much damage. However, unit classification is perhaps not the most important. I think the idea in general is good... Bomb explosion damage. Damage delay 0.25 sec. Level 1: 1000 damage to units within 300 range and half towards to 600 range Level 2: 1250 damage to units within 300 range and half towards to 600 range Level 3: 1500 damage to units within 300 range and half towards to 600 range Level 4: 1750 damage to units within 300 range and half towards to 600 range Level 5: 2000 damage to units within 300 range and half towards to 600 range Re: Exploder's Ultimate - JpOO - 2008-05-31 I'm not sure that you understand me. I mean to plant bomb ON allied or enemy tank so that tank can walk on map With That Bomb On It untill he died and make dmg. And gold for units killed by that dmg will recieve exploder. Re: Exploder's Ultimate - kittyonmyfoot - 2008-06-03 JpOO Wrote:I'm not sure that you understand me. I mean to plant bomb ON allied or enemy tank so that tank can walk on map With That Bomb On It untill he died and make dmg. And gold for units killed by that dmg will recieve exploder.I'm sure TKF heard you right... it's just implementing that would either be severely imbalanced as it's currently written or too small to be practical in lesser forms. TKF's suggestion would allow you to add explosives to mines so that when they go off you get a big boom. Kinda like how mines used to work where you can place them right on top of each other and get 1 hit kills early on and even late game vs comps stacking a small mine or a mine ability. I like TKF's idea but then you have to buy the mines since that skill disappears. I played an old school game like that where you could set traps in a battle arena.... It was a fun game Re: Exploder's Ultimate - JpOO - 2008-06-03 Ok. Now I got it. But that mines should be immune to defuse. Or that skill will be kinda useless. Re: Exploder's Ultimate - TKF - 2008-06-03 My suggestion was based on being immune to mine defuse, but vulnerable to any kind of explosion. I'm not sure if it's should be targeted by enemy tanks or not if detected. Well if it's going to be unharmed through the game, it's an potencial dangerous weapon, even though the damage is perhaps not that impressive on late game tanks. But when JpOO mentioned dynamite, I suddenly got this idea with plant bomb. Re: Exploder's Ultimate - DerSatan - 2008-06-04 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. toi similar i think, but the idea itself isnt bad of course. Re: Exploder's Ultimate - Vomitus - 2008-06-04 DerSatan 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 - TKF - 2008-06-04 Sry i don't play dota. I didn't know that. But those bombs aren't mines, but stackable with explosives damage if the exploder teleports on a planted bomb. |