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New Blueprints and items
#21
How about items like artillery strike command or shield generator, like in bt insane if you played it.
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#22
sry for doublepost I couldn't edit my last post. I didn't want to create a new thread since the mapper invites for new item ideas in the thread.


So there is mines and orbital control in the map. What if you could add a 10k equivalent offensive item like the orbital control. A 10k variant? or a 15k ion cannon uplink or something.




Talking about permanent items, what about a teleportshield blueprint.

Teleport Shocker Pack (8125)
Blueprint

Iron hull (upgrade) + Steel hull (upgrade)
The recipe cost could be 3500.

Provides a 4500 hp bonus and for enemies teleporting within 800 range of your location, will suffer a 1.5 seconds stun and take 2500 damage. The passive cooldown is 25 seconds until it can trigger again.

Or it could be a Teleport Shocker without blueprint.



Shockwave Generator (3750)
Item

Creates a shockwave around you tank which deals 1280 damage nearby units. Counters a lot of creeps. 40 sec cooldown.



Replicator repair bots (4000)
Item

Repairs 2% of your max hp pr second.


Time Generator (7500)
Item

When activating this item you can do the normal stuff you want for 5 seconds, then you will after 5 seconds instantly return to the same location with same hp and mana (-25) when you activated this item if you are still alive. If you died before the duration expired you will die normally and the effect cancels, also you will respawn with only 1 hp. 80 seconds cooldown, 25 mana cost.




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#23
Quote:Teleport Shocker Pack (8125)
Blueprint

Iron hull (upgrade) + Steel hull (upgrade)
The recipe cost could be 3500.

Provides a 4500 hp bonus and for enemies teleporting within 800 range of your location, will suffer a 1.5 seconds stun and take 2500 damage. The passive cooldown is 25 seconds until it can trigger again.

Or it could be a Teleport Shocker without blueprint.

so for 3500gold (which include a fusion for iron+steel hull already, there is a 2.5k instantly dmg against an opponent tank, which port in a range of 800 on u, and just a 25sec cooldown? huu.. i would think about a 60sec cooldown or even higher (anyway if, it must be above the Teleporter CD) since u kinda take out the Teleporter then (specially on lane).

Quote:Shockwave Generator (3750)
Item

Creates a shockwave around you tank which deals 1280 damage nearby units. Counters a lot of creeps. 40 sec cooldown.

The idea sounds good, but if there are to many (well, atm there is just 1/orbital) AOE tems, Troop items get a huge disadvantage. So when, i guess the dmg (a basic dmg is needed of course) should depend on the weapon upgrades (like orbital), also a higher cooldown would be needed around ~50-60 secs, cause troops get kinda useless then.. .
Btw, about what range u were thinking, since it also would detect Invisible Units/Smoke-Generator users.

Quote:Time Generator (7500)
Item

When activating this item you can do the normal stuff you want for 5 seconds, then you will after 5 seconds instantly return to the same location with same hp and mana (-25) when you activated this item if you are still alive. If you died before the duration expired you will die normally and the effect cancels, also you will respawn with only 1 hp. 80 seconds cooldown, 25 mana cost.

there is just a similiar idea in progress... dunno if i could/should say more ;o
but for this 1hp left thing, just a Creep Fart is needed to give u the final knockout then : P
just saw it, the 1hp was for the respawn after a death.. so forget this comment^^ (couldnt edit my post anymore)[/align]
Gustave Le Bon "... Die Einseitigkeit und Überschwänglichkeit der Gefühle der Massen bewahren sie vor Zweifel und Ungewissheit. Den Frauen gleich gehen sie sofort bis zum Äußersten. ...".
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#24
(2012-02-27, 10:18:40)LIoOoOoIL Wrote:
Quote:Time Generator (7500)
Item

When activating this item you can do the normal stuff you want for 5 seconds, then you will after 5 seconds instantly return to the same location with same hp and mana (-25) when you activated this item if you are still alive. If you died before the duration expired you will die normally and the effect cancels, also you will respawn with only 1 hp. 80 seconds cooldown, 25 mana cost.

there is just a similiar idea in progress... dunno if i could/should say more ;o

Where? I don't see it suggested in the forum. Is it for a tank?
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#25
For a new tank.
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#26
And before new questions arise, here some info about it:

I've been working on this tank some time, it's also actually ready for play testing and I could've included it in the last betas, but because the 8.74b was meant for the tournament, it wasn't possible to buy it just yet.
Since 74b is now obsolete, development for 8.75 will resume, with this tank included. You'll be able to test in the next beta.

The mentioned skill works like this btw:
You activate the skill and after the skill duration you will receive a percentage of the taken damage in this duration back. But you won't get resurrected, if you die before the skill ends, well, too bad ;) (no influence on mana or your position)
This post has been brought to you by Sand - it's everywhere, get used to it.
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#27
1. a tp-breaker for inventory so if enemies tp in a range like 750 they get stuned and loose hp, or they get backstabed 750 range to there base (to distance it from normal tp-breaker)

2. a combination of only creep and only tank weap, so a weap with 2 attacks, could be a blueprint aswell
in this case it could be blueprint where upped multibow get a part of a free upped weap (anyweap) so u could do it that the multibow get combinate with the first weap in ur inventory for 500 maybe

3. blueprint for a combination of speedpack and advanced troop command to a item who let u tp and send out troops at the time u tped

4. a idea of a new ability for a new tank it should give a ability that hide u hp, mana and items
so at lvl 1 it hide hp and mana and slot 1, at 2 it hide item slot 2, at lvl 3 slot 3, at lvl 4 slot 4 and at lvl 5 slot 5 and 6 i think it give the chance of many new tactiks bc no one of enemie team can see what u have or if u save and so on

5. is for gamebalance: my oppinion is, its shit that a team can win only by 2 good lane players, so if in a team are 3 good players that play in mid and 2 players that loose massiv on lane the team with 2 good and 3 less player will win
it should be possible that a player that gain average creeps at mid and have same stats like a lane player could compare him, but actualy he will loose him easiely, because the laner get much more creeps
so for balance my concept is to reduce the creeps on lane, maybe take 3 marines away or replace the 4 marines with creeps that give lower bounty (from 12g to 4g) so the laners get around 500 gold less in all 5 min (ofc only if they kill all creeps) and a mid player can go lane in mid or late game easier, it will prevent for kicks too, if it work like i through

another suggestion for balance: mechs should get full damage of weaps, skills and creeps and should repair other mechs only by 2% also and they shouldnt be able to build towers on free cps, ofc they should cost less then maybe only 100-200g

it shouldnt be possible that u can build facs at enemies cps, it should only be a minimum range of 1500+regenation range away be buildable
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#28
There was a special creep, which somehow detonated an enemy mine. I doubt it was a bug. Why not add a consumable variant of those who run on a mine and explode it? Very cheap, and along with the sentry wards it shouldn't be hard to make them run straight at a mine. Could be useful alternative to defuser.

Also they could be maybe invisible? So when enemy tank is nearby, they run on mine and BOOM!
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#29
mines arn't cheap. i hate them but i don't know why any counter item to expensive item should be very cheap and also imba (invisible sapper creep, lol)

Also i very much dislike the inventory tp breaker. It would fuck up game mechanics and make it paradise for campers. Everyone would fly with 900-1050 range and this breaker.
Only way i see it in the game would be if it cost a lot and has looong cd.
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#30
I can only agree that counters shouldn't be to cheap, though I really hate mines myself and about never play them. Still, there was this suggestion of a remote detonateable item you could hook onto a unit or building - don't know what happend to that?
Getting used to the Sand everywhere. At least it brings us map updates.
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