Poll: Medivac is fun!
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No it's not
11.76%
2 11.76%
Not yet
29.41%
5 29.41%
I agree
5.88%
1 5.88%
Its fun but it could be improved
52.94%
9 52.94%
Total 17 vote(s) 100%
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Medivac Skills
#21
As for the superthrust tweaking: Currently it is a spammable ability and the damage it does is only cosmetic (doesnt side effect) but it seems like people would rather have the damage increased, so that it is more useful. I feel the same, i dont think speed bonus should be decreased, only the cd and duration needs to be changed. I would like it better if i didnt always have to spam the ability just to get the bonus MS, as it is waaaay too short.

This way the damage effect can be more meaningful (and it does require more skill in aiming, unlike normal nukes like missle) so having bonus MS and doing damage is fair enough compared to other nukes.
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#22
Dr.McNinja Wrote:As for the superthrust tweaking: Currently it is a spammable ability and the damage it does is only cosmetic (doesnt side effect) but it seems like people would rather have the damage increased, so that it is more useful. I feel the same, i dont think speed bonus should be decreased, only the cd and duration needs to be changed. I would like it better if i didnt always have to spam the ability just to get the bonus MS, as it is waaaay too short.

This way the damage effect can be more meaningful (and it does require more skill in aiming, unlike normal nukes like missle) so having bonus MS and doing damage is fair enough compared to other nukes.

I'd like to see the cooldown/manacost decreased and the speed bonus stackable so it is a spell worth spaming even at lvl 1, not doing it the other way round and remove the only spam-spell in the game.
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#23
Ah yes, thats another idea ive suggested but no one has mentioned anything similar til now.. "Or let it stack, so it lasts longer than the cd. This will allow the tank to be very fast, for a long time if the player chooses, at the cost of mana (and some other penalty)."

This way the massive mana pool is actually used. There are many tanks that have massive mana drain and medivac isnt one of them, so the ultimate's mana boost is essentially redundant. The effect could stay for half a minute, and every cast increases speed and damage of the image. The penalty could be massive mana cost, so that stacking the skill will require buying mana or getting higher level for the ult's bonus mana. Then the ult mana boost will have a purposeBig Grin
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#24
Exo, the ulti you've suggested is almost on par with the titan's ulti.
I think we should just stick to balancing the current ulti. Make it heal less, but have a faster cd so the healing will be more distributed. Also, considering that the average player would have gotten their 2nd weapon or a tier 2 tank by the time the medivac has reached level 10, increase the healing rate to be a little less than the dps of swarm missiles would be appropriate.
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#25
Played more, medivac has almost no chance of making it into late game, and for the simple reason of being too weak AND not having any skills useful enough to keep the tank for. Look at antigrav or heli, both are unique and both are played into late game more frequently than others. Medivan can go max speed (with speed boost) and looks cool. In a challenging game, medivac was decent enough up to about 20mins, then a tank change was needed.

Consider making certain levels of a skill special, rather than having a linear pattern. For example, level 5 of a tank's ulti can only be gotten later in the game, so you should make the increase larger. This way, there will be a reason to keep a weak tank longer. All of medivan's skills are like this, +100dmg per level, +100hp for decoys per level etc. As much as i want to play it into late game, its gets rather dull.
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#26
Dr.McNinja Wrote:Consider making certain levels of a skill special, rather than having a linear pattern. For example, level 5 of a tank's ulti can only be gotten later in the game, so you should make the increase larger.
There is a normal standard for all abilities. All abilities follows a certain linear pattern. Teleporting/jumping abilities get a 1/3+ modifier.

Normal skills: 1, 2, 3, 4 ,5
Ulti skills: 4, 5, 6, 7, 8

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But back to topic. I also agree that medivac sucks in late game. With the new ulti exodus suggested, it will be about par with antigrav with much more useful ulti which is very useful in late game as well.
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#27
Maybe just let it be targetable to an ally and make only him immune to "weapon fire". A disadvantage could also be that its not targetable to the player itself, except there are 2medivac´s casting it to each otherSmile - so i think 2.8seconds at lvl 1 could fit to save teammatesSmile
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#28
why is everyone bitching about a 1500 gold tank being ineffective late game? you know what else isnt good late game? demolishers, helicopters, light tanks, and scouts
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#29
newbcake3 Wrote:why is everyone bitching about a 1500 gold tank being ineffective late game? you know what else isnt good late game? demolishers, helicopters, light tanks, and scouts
Well the antigrav can be useful in late game due to its ulti

This tank becomes effective in lategame if it gets a different ulti.
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#30
LOL scouts and even helicopters go pretty far into the game. And medivan would be a lot more FUN if people could play it longer since its unique, you know we dont all play for the win or maximum efficientcy/effectiveness or whatever.

And this isnt BITCHING so kindly gtfo of the suggestions forum.

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@TKF
Look at scout rune carving for example, after level 3 if can make runes instead of only manipulating. This is how the skill can be more useful late game and helps make scout an awesome but underused late game tank. I dont think exo necessarily has to follow a linear format simply because the tanks before do.

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Suggestions:
- allow the superthrust skill to hit creeps to help with farming AND so that it can 'force create' decoys.
- make decoy activate 100% on tank kills
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#31
I agree in specific way. All other starting tanks somehow are able to "combine" there skills to reach stronger effects.

Scout:
rune carving and healing system
Tower and creep canon

light T: Rocket stun + swarmrockets
Chopter: Rocket stun + bombs area ground stun
antigrav: stun + cluster rockets
demolisher: mine/wave damage + artillery strike to finish tanks

But the Medivac IMO is not able to combine AOE healing, decoys and superstrust.
So making the thrust damaging creeps sounds nice to me - because its abilities have to fit 1500Gold starting tank --> better than scout or heli or light tank, because weaker starting weapons.
--> this does not mean it has to be a damage tank, but the support must be stronger in some way; and not if he just reach lvl 10 after maybe 14 minutes :mrgreen:
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#32
Gammagulp Wrote:But the Medivac IMO is not able to combine AOE healing, decoys and superstrust.
So making the thrust damaging creeps sounds nice to me - because its abilities have to fit 1500Gold starting tank --> better than scout or heli or light tank, because weaker starting weapons.
Well, not a bad idea. At least it gives the Medivac some more farming power. Maybe a shockwave? Maybe make it creep only damage and do 200dmg pr level?
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#33
It would at least help to combine the healing/damage AOE vs creeps with the superthrust. Killing that creeps also would help to produce decoys. But it shouldnt be so strong, that it get a super creeper like scout Tongue

The main advantage of longrange is, that with maybe 2 or 3 longrange you can kill the enemy creeps from far away and then when the enemy comes closer (especially in mid) the longranger with lower dps can hide between a lot of own creeps. So you cannot come close enough so easy to kill the longranger and sometimes even die yourself.
If the superthrust could deal a good amount of damage to creeps and boost up speed (but maybe got a higher cooldown and mana cost as disadvantage) it would be a better start up "longrange hunter" I suppose. (It would need a test to prove it :mrgreen: )

Usally longer cooldown and stronger abilities are better than fast and "useless", or nearly useless, ones. Because every enemy who received enogh damage retreat to heal and the cooldwon is too high to use it a second or third time while the enemy retreat.

(remember the troopcommand when it got double cooldown and spawned 10 creeps instead of 5 now --> it got weaker because half cooldown and half effectWink )
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#34
How about Superthrust still only hitting heroes, but dealing AoE-damage?

I also thought about the possibility, that the Life Converter also absorbs the HP of your own Flares (completly), but up till now I didn't implement this feature.
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#35
thats pretty cool that or gamma suggestion NICE IDEA !!!!
Cat power < needs to be implemented into btSmile
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#36
Yea but gameplay-wise it would only be slightly more effective when they are close together, how about making it do full damage to enemy tanks in the aoe or give it a large aoe (or both). If you dont increase the damage (low) then you could consider making it have a longer range, something like 1300. This will of course be easier to dodge.
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#37
If the "balance" fits I would like it all. (Can the wards be consumed even 120% HP or so? Big Grin )

With anti Hero AOE --> do you mean like the Tauren Chiftain shockwave (which the demolisher got ATM) with maybe 300Range to every side of the "Image Projectile"? ---> Like a "Swooooosh" Tornado breath? ^^

This sounds niceSmile - if it got to strong you can increase cooldown and or manacosts :mrgreen: (I think I am repeating my own words - sry)
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#38
Superthrust's sounds are kind of weird with the bloodlust and gyrocopter death.
Going long range in mid takes no skill, so stop telling yourselves otherwise.
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