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Battle Tanks 8.33 - Printable Version +- Official Battle Tanks Community (https://btanks.net/forum) +-- Forum: Battle Tanks - Warcraft III (https://btanks.net/forum/forumdisplay.php?fid=3) +--- Forum: Feedback (https://btanks.net/forum/forumdisplay.php?fid=12) +--- Thread: Battle Tanks 8.33 (/showthread.php?tid=2390) Pages:
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Battle Tanks 8.33 - Exodus - 2007-11-30 Hey, here is the new version again. It's mainly a Bugfix and Balance-Update. Soul Collector: 8.32: Range = 800, HP per Creep = 50, HP per Hero = 1750 8.33: Range = 1000, HP per Creep = 75, HP pre Hero = 2500, only enemy units Entangling Roots: Damage per level now 250 instead of 200, stun increases from 2 seconds to 4 seconds. The old tooltips of the Demolisher and Exploder-Mineskills that that they had a range of 500, that was wrong. It was 400, just like the other mines, it has been corrected now. v 8.33
Re: Battle Tanks 8.33 - TKF - 2007-12-01 changelogs 8.33 Wrote:Treants now also have 25% less Hitpoints ![]() changelogs 8.33 Wrote:Increased the full damage range of Explosives and Mines from 25% to 50%Orbital strikes included Exodus Wrote:The old tooltips of the Demolisher and Exploder-Mineskills that that they had a range of 500, that was wrong. It was 400, just like the other mines, it has been corrected now.Not totally yet, the prelearn description is still wrong, it says the level 1 mines does 360 damage (it should say 320 damage), while the level 2 mines does 640 dmg. (2x360=720; 2x320=640) Now as the reinforcements are cheaper, does it mean that the upgrades are 200 gold more expensive? :?: Re: Battle Tanks 8.33 - Batto - 2007-12-03 # Increased the full damage range of Explosives and Mines from 25% to 50% Dont know for sure yet about the mines, ( i think they are allright), but the explosives are too imba now. Its impossible to run from them anymore since the range seems to be bigger. I will test it again, but this is what i think at this moment. Re: Battle Tanks 8.33 - DerSatan - 2007-12-03 i tested them too, i think theyre okay. Re: Battle Tanks 8.33 - Batto - 2007-12-04 Well, i couldnt run away from the exploder in any way possible. If that is the intention, yes it is ok, if not really, then you should check again ![]() I had just light tank, he had tinker (later exploder) with explosives. I ran a few times as far away as possible from the time you see him teleport to the time the explosion occurs, and he still got me. Its just that i am not really good at estimating ranges, but it was something like : Code: |||||his crater|||||| * |||||room for another crater||||| * ||||||my crater|||||| Dont know what the diameter of a crater (crator??) is , but it really didnt look allright to me because in all previous versions since the new exploder, you had to be good at it to do good from the start, it wasnt just a noob tactic because you always could flee in time if the exploder was noob. Well, maybe i am just whining because i played a really bad game at that moment ![]() ![]() Re: Battle Tanks 8.33 - DOGG1 - 2007-12-04 The infernal is way overpowered and it's spoiling the game. Not only that but i just noticed an infernal with 22,000 HP (no hull)... the shop says 15,000. I know HP goes up by lvl but this is greatly imbalanced. He gets an extra 7000HP whilst smaller tanks might only get an extra 2000. Re: Battle Tanks 8.33 - DOGG1 - 2007-12-04 Yer, please fix the bugs first and release a new version. Any time someone gets infernal it's all over, and that's all people aim for :/ Also, what happened with the random team command? Re: Battle Tanks 8.33 - Bob666 - 2007-12-04 for the explosives exodus might be able to give an answer, i did not change anything there... infernal: just LOL... the hp of the infernal werent changed at all! only the infernal fire rain was improved because EVERYONE said that the infernal is too weak and has to be stronger than the frost robot... random team command: i dont know what you mean, there never was a "random team" command Re: Battle Tanks 8.33 - TKF - 2007-12-04 Infernals HP DOGG1 Wrote:Not only that but i just noticed an infernal with 22,000 HP (no hull)... the shop says 15,000. I know HP goes up by lvl but this is greatly imbalanced. He gets an extra 7000HP whilst smaller tanks might only get an extra 2000.Thats natural. Infernal gets 300 hp pr level. At level 25, multiply 25 with 300. 25*300=7500 The normal hp is 15000 15000 + 7500 = 22500 hp. This is level 25 hp. I find nothing unatural with Infernal HP. A Titan at level 20, has 35000 hp, cuz he gets 500 hp pr level. So I understands Bobs lol in manner of HP increment. Greater the tank, greater the hp increase is pr level. Hp is increase by 2% pr level. At level 25, the original HP is boosted with 50%. So the light tank gets 1500 hp at level 25 for example. Anti-Grav 2250hp... and so on... So it's like that! ____ Infernals Ulti Well there is no way to stop infernal rain, unless you kill the infernal or get far outside it's range. Buffs that players probably expected: Always gets max waves now. Ability is better Bob666 Wrote:infernal: just LOL... the hp of the infernal werent changed at all! only the infernal fire rain was improved because EVERYONE said that the infernal is too weak and has to be stronger than the frost robot...That's true, but the others probably trying to say that you gave the ability more than a buff. Unexpected buffs: Can walk with it Infernal-Fire Rain active (I didn't expect that before the change) Stun doesn't stop Infernal-Fire Rain Now you can walk with it Infernal-Fire Rain active, which also allows you to pursue it's target with the rain active, it easily kills fleeing tanks that way. Also stun doesn't seem stop it either. Only killing it would really stop it. I also find it a bit to powerful now. There is a way to counter frost robots blizzard with stun, but infernal must be met with pure power and it's ulti cannot be stopped, unless killed. btw I never tried Anti-Gravs ulti against infernal with ulti active... but that probably doesn't stop infernal rain either... Nerf Suggestions: Perhaps make the rain do a bit less damage (600-1200) OR add a stun condition in the trigger, which stops the rain while infernal is stunned (Stops perhaps 1-2 waves, then continues again, depends on stun duration) OR increase ulti's mana cost (44-88?) OR Decrease Inferal Rains AOE ___ I'm fine with the current internals abilities, perhaps a bit to strong. Also cuz frost robot is very adept at slowing and pursuing enemy with help of slow aura and ice prizons slow effect. It can hook up with an enemy better than infernal. Infernal is pure power, and lacks the far more superior frosts hook (slowing) ability. A infernal cannot outrun a frost robot as effective as frost robot can outrun infernal. But infernal can use rain while pursuing which might be lethal... so... Infernal is Base terminator and WOMD = Weapon Of Mass Destruction Frost is Tank terminator and MAMS = Master At Mass Slowing Frost robot is still good MAMS'er. Infernals ulti is quite good at destroying game (ahem base xD.) ___ Re: Battle Tanks 8.33 - Bob666 - 2007-12-04 it wouldnt be a problem to make the inferno stop the ability when it is stunned or moves, but then the frost robot would counter him with his ability easily... or decrease the AOE of the spell, as the inferno can move if it wants to attack other buildings, so effectively the area wouldnt be much smaller Re: Battle Tanks 8.33 - Batto - 2007-12-04 Yes, i think that might be the best thing to do, decrease the area. This sounds best for me until now. Re: Battle Tanks 8.33 - TKF - 2007-12-04 I was thinking more like for every wave, the trigger checks if the infernal is stunned. 2 waves comes, he get stunned. 2 waves don't come, the last and fifth waves comes. I had that in mind when suggesting stun. Removing it's ability to move, I think it shouldn't be combined with stun But redusing it's AOE sounds nice. It has now 1300 radius, which is quite large. Perhaps reducing it to 1100 range? But I find adding stun function or decreasing the AOE as the best solution to nerf the ability Re: Battle Tanks 8.33 - Bob666 - 2007-12-04 its almost impossible to detect stun... i would make the ability channeling and then stun stops that ability (+ the unit order), but then i would not be able to resume the ability later Re: Battle Tanks 8.33 - TKF - 2007-12-04 If caster has buff = stun; then not wave. Still subtracts the number of waves else normal. So it's not that simple? Well my fault for suggesting that, I thought it was very easy for checking the buff at every wave count. Well channeling could also work. It eliminates ability to move and the rain can be disabled by stun. If so, it should keep it's current AOE or opposite option. Re: Battle Tanks 8.33 - Bob666 - 2007-12-05 there are different stun buffs, and i dont want to check for all of them... i think we will just reduce the range and perhaps damage Re: Battle Tanks 8.33 - Batto - 2007-12-05 Pls try range only first, damage buff can be added after its still imba... (i dont like current developments in general, to me it seems like all tanks are getting weaker and weaker...) Re: Battle Tanks 8.33 - DOGG1 - 2007-12-06 Bob666 Wrote:random team command: i dont know what you mean, there never was a "random team" commandYes but there was talk of implementing one, wasnt there? With the infernal... stun + damage nerf is the right way to go. Reducing the area still allows the infernal to do mega-damage to a bunch of enemies. Re: Battle Tanks 8.33 - DerSatan - 2007-12-06 i like the idea of reducing the aoe. the thing which is most urgent to be nerfed is his ability to destroy the enemies base really fast. maybe decrease the damage slightly, too Re: Battle Tanks 8.33 - Bob666 - 2007-12-06 or make it unable to attack buildings at all / reduce the damage dealt to buildings extremely / increase the HP of buildings during the game and the random team command: well, once i though about it, yes... but i dont think ill do this, its quite a lot work... we'll see Re: Battle Tanks 8.33 - Batto - 2007-12-06 Waaaaaaaaaaa stop giving more options!!!! I dont know anymore what to choose is best....!!! ![]() The area reduced and a little damage vs buildings buff would be enough i think. (at least to start from, if still not enough, always able to change again later) DOGG1 Wrote:Reducing the area still allows the infernal to do mega-damage to a bunch of enemies. Thats why he costs 15k. Thing is, with frost robot, you have more difficulty of escaping because of the slow aura and the ice prison, thats why his ulti should be stopped with stun. On the other hand, when you stun the infernal and the aoe area is reduced, you can run away with as much damage (in comparison to price and thus skill-damage) inflicted by the ulti like with frost robot. For example: frosty hits you with ulti, you hit him with stun after 2nd wave of ice rain. With the infernal and his reduced aoe range, it would go like this: he hits his ulti, you hit him with stun and run away. Doing that will make him hit you once or twice too.... (doing the same amount of damage considering the price difference offcourse). Dont know if what i mean here is explained well, if you do not understand, dont hesitate to ask. |