Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Suggestions for Exo´s Air starting tank vs Longrange
#1
Exodus Wrote:Well, I could start by saying what kind of vague idea I'm having at the moment. I thought about a new air starter tank. Costs around 1500 (+-300 gold). I also have two requirements to his concept. This tank should be a supporter type and have some kind of skill, which gives him an advantage over long range tanks. As this seems quite difficult, I couldn't come up with a satisfying skill set.

This doesn't mean you only have to make suggestions for this specific tank, but maybe it helpsWink But even so, the amount of suggestions, which will make it into the map, will always be very low. This process of suggesting, tweaking and imlementing is kind of difficult and hard to discribe. But maybe you got a rough idea of how I'm doing things.

Some ideas for the anti-long range tank:

Active Spell Shield: Completely blocks up to 2,4,6,8 hits from tank weapons. Useful since long range weaponry generally has long cd. Useless against rapid fire weapons. Easy to implement via pseudo-evasion.

Active heal over time: Can be cast on allies.

Or perhaps a skill that's a combination for the 2 skills above.

Cyclone: tosses the tank in the air rendering it invulnerable, can be cast on allied or enemy units.

Passive skill that that provides damage reduction depending on where the tank was hit. e.g. front, back, left, right. The idea is that firing from long range would allow the defender to turn to his strong side.
Reply
#2
as i understood exodus he need some ideas, so i want to inspirate him with this two ideas of tanks



Name ideas: Mech-Bird, Vertical Bird, Steel Bird, Flymech
Model: The model from SupCom(by Bob666) Intercopter(T1) Cyclone made by anarchianbedlam i think but i didnt found it on THW
Cost: 1200-1700
HP: 1200-1700 (?)
Speed: ?

Abilities:
Air Supplys(Active)
Drops a Supply-Box to the ground (like the creeps from the tcc) which is able to heal creeps and repair ground tanks.

Electro-Magnetic field(Active)
creates an electro-magnetic field in front of the bird(?) whch stuns or slows all units within (and maybe disables one random item slot).

Jet Propolusion (Passiv)
...

...(Active)(Ultimate)
(Animation like the sky fortress ulti)
pulls up the bird(?) to the selected tank with high speed. the targted tank do not move(when its an air tank maybe 50/50).


another alternative skill:
Bomb Impact(active)
Drops a bomb dirct under the tank (like the skyfortress bombs but only one single bomb)

and here another tank idea


Name ideas: Dwarf-Tank, Gunner Tank, Machine-Gun Tanl, MG-Tank, etc...
Model: the dwarfen racing car from azeroth grand prix(Units\Other\DwarfCar\DwarfCar.mdl)
Cost: ?
HP: ?
Speed: ?
(could be a new starter or also tank wich costs > 10k gold)

Abilities:
Drag(Active) only ground
The tank accelerats to max speed (or a bit below) and damages (and stun maybe? but only short (max 0.5sec)) all units in its way(a bit like dustwave). when it stops it makes a thunderclap(maybe?)

Machine Gun(Active) only ground
the tank fires a machine gun which damages all units in front of the tank. if a bullet hit a unit, it wont deal damage to other units.

Anti-Air Gun(passiv) only air
like a tank cannon but only against air with about 700 range

Tank-Rising(Active)(Ultimate)
calls up a stampede with tank models instead.


btw, im not good at balancing and i only wanted to inspirate exodus a bitSmile
Anti-HighBounty Alliance has wonBig Grin
[Image: btanksia6.jpg]
Reply
#3
Edit: Thread Organisation done - Good jobSmile

To some ideas there: Abilities like cyclone, which disable tanks (even titans) for some time are really to strong except for ultimate. Even the antigrav only gets such a disable with lvl 10. (imagine someone holds you up for 2-3 seconds while enemy creeps are killed and the friendly troops from you come near - it would be lethal for every tank and not very special against long range)

Now I show that I am not that creativeWink :

I suggest a NameSmile : Faerie Tank

Skill-Ideas - from me:

1.) Healing Aura: Maybe give nearby troops a healing aura - not comparable strong to Gaurd!!! - just about 6Hp/sec or whatever at lvl2-3

2.) Longe Range Slower: An aura which decreases enemy tanks speed within 1350range by 7%/ level. (or other %)
ADDITIONAL: It got an enemy speed bonus aura (7%, or maybe even 8 or 9% / levelSmile )for just 950 Range.
--> Dont know if the enemy speed Bonus aura can be implemented so easy.

Explanation: The faerie tank slows enemy tanks in a "long range" range, but boosts their speed to normal (or even more) in medium/long range :mrgreen:
I think that would be very funny - 100% a supporter ability, because the faerie must stay away.

3.) Magical damage Block:
I know such an ability exist for trader but it is exellent for fighting long range :| : Magicla Damage shild (I think it was called magicla barrier or so) - and excellent for supporter.

4.) Healing cannon: As the faerie Tank is a supporter he might (if creatable) get a healing cannon. (Ultimate)

5.) Tank cannon ... (no creep cannon)
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
Reply
#4
Seems like the posts are still in chronological order, but they are together in one topic at least.
This post has been brought to you by Sand - it's everywhere, get used to it.
Reply
#5
Name: Collision, Speed Up ...

( Only Air )
Chose a tank. After you did that, the jet charges towards the targeted unit and follow it. When it crashes into the target, it deals damage in height to distance / x
Effect: When the enemy is far away, like a long range tank, it deals much damage, but if the enemy near the caster, it won't deal any damage.

Name: Dummy Drop

Chose an area after that it drops x dummys, dummys can only be attacked by weapons. And they last some seconds. But they have only a small amount of hp. That means, fast weapons have an advantage against them, but long range and heavy damage weapons will wast their damage on them.

cedi
Reply
#6
Exodus Wrote:I also have two requirements to his concept. This tank should be a supporter type and have some kind of skill, which gives him an advantage over long range tanks.

Well i have two suggestion that would give a tank a small advandge against long range. Hope i could explain what i mean.

1: Afterburner (active)

The idea of this skill is to increase the speed of the tank with 300or400 addional points but he will take damadge for using it. Its something else to a simple teleport skill and different to the passiv speed skill of most airtanks.
I dont know if it is possibly to damdge the unit using the skill in way that it takes damdge for the moving way. The longer it is the more damdge. The other possibilty damdge over time like (unholy rage i think the skill is called). I even dont know if you want it to be easy controlled like the normal controll of the tank (so you can still change direction and fly curve) or like the earthrobot skill Dust Wave (only straight through): if you decide for the first way i would suggest a slidgelike moving so the controlling is a bit harder because of the high speed, also it should not stop moving before the skill is over or deactivaded.

lvl1 10% damadge of his max hb
lvl2 8% damadge of his max hb
lvl3 6% damadge of his max hb
lvl4 4% damadge of his max hb
lvl5 2% damadge of his max hb
(and yes the tank shall be able to kill himself with this skill if he has two few hb)

2:perfect hunter - Active

Fires at an area with lots of nets, which causes no damage, but catch units for some seconds (and track them to the ground if they are air units). Has a casting range of 2000or more and the target area should increase too with each level.
The fact that the tagets only cant move but are still able to use their abilities should enshure that the time is a bit longer than normal stun. The intersting thing is that it can catch more than 1 tank. (also catches creeps ...)

Level:-catching time (sec):--Cooldown(sec):---Mana:----Area

--1--------2,5-------------------45-----------------10--------180
--2--------3---------------------45------------------20--------200
--3--------3,5-------------------45-----------------30--------220
--4--------4---------------------45------------------40--------240
--5--------4,5-------------------45------------------50-------260
Reply
#7
I got an idea for the Damage abroption dummies.

What about combining it with dying units nearby. Whenever a unit dies the *name* tank spawns a "dummy" at xx% Chance - maybe a little ghost like the vengeful spirit.

That spirit cant fight and exist only 3 or 4 seconds and got quiet low HP (maybe 100 lvl at lvl 1 --> 500 at lvl 5).
Maybe add little aura like +5% movespeed and +5% attackspeed for allies, nothing too improtant but a little extra.

So maybe:
Whenever a unit dies (in 1000 Range or so) the tanks becomes a chance chance of spawning a LvL* 100HP vengeful spirit which lasts 3.5 second. Allies 5% Bonus Movementspeed and attackspeed.

lvl 1 - 5
100HP; 7%chance spawning
200HP; 13%chance spawning
300HP; 18%chance spawning
400HP; 22%chance spawning
500HP; 25%chance spawning
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
Reply
#8
Random ability idea:
Time Bomb
Creates an invisible bomb at current location. After ## seconds, it detonates, dealing ### damage and freezing all units in ### area of effect for # seconds. Affects allies as well. Freezing is like antigrav's ult.

This would work well if a long range tank is pushing towards you, and you just put a bomb down in the lane. A little while later, he gets caught, his creeps have been killed by the bomb's initial damage, and you are next to him.
Reply
#9
[E] Missile Distruption System (Active)
When activated, this ability makes allied tanks in its radius immune to all weapons with 1300 range.

Level 1: 3 seconds duration. 400 range radius.
Level 1: 3.5 seconds duration. 550 range radius.
Level 1: 4 seconds duration. 700 range radius.
Level 1: 4.5 seconds duration. 850 range radius.
Level 1: 5 seconds duration. 1000 range radius.

Alternate:

[E] Missile Distruption System (Passive)
This unit is completely immune to all weapons if they are fired out of radius.
Works in a chain if there are multiple tanks with this ability. (Chain works in a 1400 radius.)


Level 1: 1250 range radius.
Level 1: 1200 range radius.
Level 1: 1150 range radius.
Level 1: 1100 range radius.
Level 1: 1050 range radius.


Both abilities work with same logic. First one is much like a team skill. First this came to my mind because Exo said this is a support tank. But other is also a "unique" Anti-Long range ability, (also useless if noone is long range.)
First one gives a classification to tanks in range which Long range weapons will be restricted to attack. (i tried with Non-Ancient classification to weapon and added Ancient class to unit).
Second one works in inverse way. Tank gets classification permanently with skill, and weapon owners entering in range (1400) of this unit changes their long range weapon with restricted long range weapons until they get close enough (1050 in lvl 5). if they get close enough, they will get non-restricted weapons and continue to attack normally. But if they are in restricted range of another tank with this ability, they will still have restricted weapons and even they are in penetrated range of second tank. (dunno if i could tell it right)
I think it wont be much of a problem because there is not so many long range weapons.
Only problem with this ability is; it will reset weapon cooldowns when entering-exiting this range.

I think it is better to give an example with second ability.
Tank-A has 1300 range weapon. Tank B has level 5 MDS.
Tank A is in 1500 range of Tank B, nothing happens, (no weapon can attack from that range)
It enters 1400 range of Tank B eg: 1350 range. Now its long range weapons are restricted weapons and cannot attack a tank with MDS skill.
It enters 1200 range of Tank B and its 1300 range weapons cannot attack Tank B.
It enters 1050 range of Tank B (eg: 1036) and now restricted weapons are changed with normal ones. Tank A can freely attack Tank B.
But if there is a Tank C with level 1 MDS. And it is in range of 1350 of Tank A, Tank B will still be protected even it is in range of 500 of Tank A, (remember that protection only works for long range weapons, not any other weapons.)
Now Tank C is in range of 1200 of Tank A, So all restrictions are removed and both tanks are vulnerable to Tank A's long range weapons.
Well better to support with a graph.Smile


Attached Files Thumbnail(s)
   
Trolololo
Reply
#10
1/ Cover shield
It makes the tank and allied in 900 range invincible to damage during 1.5 sec. As "q" skill, player must be able to use it just before the shot touch him. The countdown is reduced with level. This skill would help to survive the first charge of long range attack.

2/ Decoy
It create 3 mirror of the tank during 5 sec to 15 sec (at level 5).
This skill helps to evade and to assault. Reducing by 4 the probability to be hit. Really basic one but useful.

3/ Fast EMP rocket.
Really fast rocket that does an area effect (500). It has a really long range (2500) and does not work in range lower than 1000. IT desactivate enemies item during 3 to 6 sec.

Non of these skills do damage but they are aimed to teamwork or survival.
I am so good that I don't even need to type -rc because I never die !
Reply
#11
A support style tank could be able to change between air/ground mode for versatility and a decoy to help allies by drawing fire.

I like gammagulp's long range slower - essentially frost robot's aura but with different levels which get more powerful the closer you are. Also his damage absorption dummy idea is a good variation of 'decoy'. Its also similar to evasion but helps all allies in range of the enemy and the dummies, so its a great support skill.

No more time to read bye.

From "2 Ideas Thread"
Ability: Thrust Vectoring........................
Alternative names: Decrease/Increase Thrust, Ground/Air Form/Mode, Land/Take Off, Descend/Ascend

• Function: Changes the air tank to a ground tank
• How: Lowers the tank, physically changes the tank model, 'glides' the tank directly straight like sky forts ability at an angle.
• Level onus: Decreased transition time, additonal bonuses, decreased 'landing' distance

Ability: Decoy......................................
Alternative names: Electromagnetic Tank, Electromagnetic Bomb,

• Function: Creates a unit or tower that draws enemy fire
• How: Summons at target location, direction tank is facing or behind the tank, can use mirror image abilty or [decoy image WC3 item - forgot name]
• Extras: Can be controlled, can be moved, unlimited hp (very high), time limit, short cooldown, setup time,

• Example: Decoy Tank - 200ms, same hp, no armour, created next to tank
- Level bonus: increase % ms, lv5 = 100%ms, bonus HP,
• Example 2: Electromagnetic Bomb - plants invulnerable item at target within 800 range, 3 seconds detonation time, when detonated, it draws enemy fire for X seconds
- Level bonus: creates invisible unit placeholders to draw more fire, increased duration, decreased detonation time, extended casting range
๏̮๏
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  crazywolf777 Tank Ideas crazywolf777 2 3,725 2014-01-24, 11:04:12
Last Post: crazywolf777
  Further balance suggestions RaptorXI 9 8,835 2013-08-14, 01:59:20
Last Post: Exodus
  it is time for us to get a radar van / tank 091846 2 3,914 2013-07-11, 17:15:29
Last Post: 091846
  Exploder tank Max 7 7,837 2013-04-29, 02:26:29
Last Post: gozo1985
  New Tank: Siege Tank TKF 1 4,765 2013-02-27, 08:08:35
Last Post: AeroniumX



Users browsing this thread: 2 Guest(s)