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POST YOUR NEW TANKS IDEAS HERE!!!
#61
I just figured I'd contest this post...

Quote:Just look at his abilities with soberly: for only $25000 he will have 27000+400*25=37000hp!
Terminal Velocity makes him nearly invulnerable and extremely fast so forget about your thoughts to kill him.
Two 2000-range abilities that can damage buildings would just finish the game in no time giving defending player no chance. The only thing they can make against is to defend their base in about 2000 range outside it.

Firstly, many abilities as a standalone could be considered overpowered. But it's about how the tank turns out as a package, and it just so happens the Behemoth doesn't have much in the way of combat abilities.

Secondly, it's the HP scaling you should expect. Infernal-Robot gains like +300 HP per level I believe, so +400 HP per level is being LENIENT if anything. The greater base hit points is similar to what was done with the Heavy Tank, loss of speed for greater durability, though TV does have a synergistic effect (when active...)

Third, a temporary 35% magic resistance is NOT invulnerability. Though thinking about it, with batteries opening the possibility of like a 300 energy capacity the drain should perhaps be increased to 10 a second when maxed and the other levels adjusted accordingly... Either way, think of it as two free Gold Hulls and a free speed booster on a normally faster tank when active, and *nothing* when not active. And consider the price tag afterward, since the Basic Cannon is like a free upgraded Swarm Rockets at L13, minus 100 range.

I can see the Behemoth very tough to stop in terms of base harassment, but in my perspective it's like a Heavy Tank to Light Tanks. What do you expect? When I nab a Frost Robot it's about the same thing, just they're sometimes capable of turning the game into a stalemate by playing 100% defense. That's one of the reasons for this tank. If you couldn't manage enough gold to remain a valuable player on the field while the other guy was slowly accumulating it for a Behemoth, you were probably getting smashed anyway.

In terms of fighting it up front, yes it's tough there too. Again, if you couldn't manage a Frost Robot with an extra 12K-18K gold to spend on other things, you had it coming in the form of weapons or even better, a tank.

To narrow it down even further, you might say the Behemoth doesn't have much in the way of combat ability. Yes, it has TONS of hit points and TV to smash a weaker opponent with. What it doesn't have? Abilities that can be used in the thick of combat on a whim. Devastate isn't a targetted ability, so against a fast (or just aerial) tank it can miss, though against tight groups or someone that isn't paying attention it may have a decent effect. Ultimatum is just premeditated ability all the way unless you're lucky enough to hit someone with it when he's reaching for a sip of water or something. As for Terminal Velocity, you can't have it on all the time. Coupled with the fact its other "imba" abilities cost energy, and you may find yet those hit points are dead weight as you're just kinda there while your opponents chip away at you. That is how the Helicopter beats the Airship, that is how Ali beat Frazier.

Quick simplification:
Terminal Velocity - Combat Ability (NOT to be confused with Passive as it does cost mana. Yes, as a standalone ability it screams imbalance, but you have to consider the overall package of what makes a tank imba or not. Same consideration is why we don't have a tank with four 2,000 range nukes or something.)
Armor Plating/Whatever Cheesy Name I Gave It - Passive and somewhat effective for tanking Troop Command, though interestingly enough that item STILL gives you trouble if you didn't have Devastate on the ready.
Devastate - Premeditated Ability, you must have a good idea of where your target(s) are going to wind up or you'll waste it and give your opponent an opening with superior weaponry.
Ultimatum - Premeditated Ability
Basic Cannon - Needs no introduction.

Quote:In fact, that would be great, but for now this tank would be only one that is capable to turn the game flow radically, and all other tanks could not do this. And not only tank, nothing that costs 25000 can ever change game flow in such way as THIS tank can!

This I feel is the most ignorant statement in your post. I mean, it's not like a Photon Bombs can change the way the game is going like a Frost Robot or Infernal Robot can either. That's because tanks overall have the better package, and when I suggested the Behemoth concept I kept in mind how all the tanks seem to scale and as such I'd say the only balance issue with the Behemoth is perhaps TV is too cheap with batteries, that's about it.

Quote:So, this is an imba.

BUT! If add some balance it could be a great new unit.

DAMN! Battle Tanks NEED new tanks! Heelllloooo, developers!:)

btw, all tanks that TKF have purposed here I think are just great! I'd like to see them all in new version. But you need to think 7 times about the balance, of course...

Good luck!

[Addition::Edit]
I don't remember but it seems nobody suggested the use of Mirror/Hallucination ability for tank like Blademaster in original WC has.

Yes I believe if balanced it would be a great tank to have in the game. Perhaps even implement some of its concepts into a lower-tier tank, though the Demolisher has one of them on a much much tougher scale... But I feel I should remind you that even if your tank is geared up, 25,000 gold isn't easy to save up, especially if your opponents are giving you trouble as well.

Oh so many times I've held out with a Helicopter with an upgrade Iron Hull and 5X Light Plasma Guns until Frost-Robot to begin taking apart my opponents... A tank with this pricetag I don't think I could hold out long enough, especially if it weren't placed inside my own base...

Okay great, you made me want to think of more ideas.
________________________________________________

General Tank Specifications:
Tank Name: Hydra
Cost: 8,000g
Hitpoints: 5,000 + 120 per level
Size/Collision Detection: Helicopter-sized Sky Tank, bit more black in some areas if possible. A flying "dark" Antigrav might also work and thinking about it, preferable...
Armor: 5
Movement Speed: 370
Target Classifications: Normal, Aerial, Hero
Other Effects: Passively acts as an invisibility detector at a radius of 750.
________________________________________________

Hellfire Missiles
The Hydra fires missile(s) at the designated target. The effects change depending on the specialization you choose, which are detailed below...

Bomberman: Deals 600/1,200/1,800/2,400/3,000 damage in a 300 AoE (Pretty much Frost Robot's Blizzard terms here)
Projectile Mechanics: Instant (Like Ice Prison instant, no travel time once you get in range for use.)
Cooldown: 40 seconds
Range: 1,100
Energy Cost: 1.5X The Norm
Animation: Wisp Detonate
Other Effects: Buildings take 25% damage. If possible, make it so you can only initiate this attack at a range of 2,000 or above so ground can see it coming, as it is pretty deadly even considering the weak hull the HK has. It doesn't have that speed for nothing...
Comments: It may seem a bit heavy, but a smart opponent may see it coming to avoid the suspected AoE. Or just might have a big tank.

Sharpshooter: Deals 400/800/1,200/1,600/2,000 damage to the selected aerial unit upon impact.
Projectile Mechanics: Instant (Upon Impact, takes time to reach like Heavy Tank's missile)
Cooldown: 40 seconds
Range: 2,000
Energy Cost: 1.5X The Norm
Other Effects: If the target has 80%-100% of their maximum hit points upon impact, this damage is doubled. Otherwise, it is "locked down" for 2 seconds as per the Antigrav ultimate, minus invulnerability.
Animation: 2X Heavy Tank Missile (Or one if that's not possible...)
Comments: A different approach to killing something. Though it is considerably risky as you might waste your nuke shooting for double damage. And if all your opponents decide to go ground it would be nearly a total waste... In which case I'd say maybe it should do normal damage against everything else with no additional effects.

Destroyer: Deals 800/1,600/2,400/3,200/4,000 damage to the selected building two seconds after impact.
Projectile Mechanics: Takes time to reach target as per the Heavy Tank's Missile, two seconds after impact damage is incurred.
Cooldown: 40 seconds
Range: 500
Energy Cost: 1.5X The Norm
Other Effects: 50% splash to non-buildings in a 400 radius around the point of detonation. This includes aerial units.
Animation: Mortar Team Projectile, Lava Tank's Ultimate for Explosion Effect
Comments: Yes the damage is quite deadly in an AoE, but with a LOT of time to move out of the way (Or just simply staying away from buildings...) this will mostly only affect buildings or ground tanks just camping at their factories or something.

One last thought: Would be interesting if you could change the missile types at base for a fee of say... 500g. Would remove the need for aerial missiles to hit non-aerial units without switching tanks...
________________________________________________

Combat Mobility
The Hydra gains +30/+60/+90/+120/+150 movement speed and 10%/15%/20%/25%/30% magic resistance, and 15%/30%/45%/60%/75% evasion. (The evasion I'd think only takes effect against actual attacks... Otherwise, just give it like +10 armor per level.)
Duration: 6 seconds
Cooldown: 24 seconds (counting duration)
Energy Cost: 18/26/34/42/50
The Hydra passively has more speed than normal, this is one of the reasons. (One of the other reasons being it has just above half the hit points of a Sky Tank)
Animation: Something like the Antigrav's thrusters with more trailing would work... Maybe apply slight fade to the Hydra.
________________________________________________

Basic Cannon
Passively fires at an enemy unit within a range of 900, dealing 60/120/180/240/300 damage per second.

-"The cannon all tanks have access to but few grab. Underestimate it not, for this thing hits as hard as Improved Swarm Rockets when maxed, -100 range. 'Nuff said."

Hm, at this point it's kinda hard to think of two more abilities considering pretty much every idea was taken by all the possibilities already suggested... But given the speedy/attack nature of this tank...
________________________________________________

Basic Cannon #2!
Passively fires at an enemy unit within a range of 900, dealing 60/120/180/240/300 damage per second.

-"The cannon all tanks have access to buy few grab. Underestimate it not, for this thing hits as hard as Improved Swarm Rockets when maxed, -100 range but now twice the fun!"
________________________________________________

Lockdown (Ultimate)
This ability disables all buffs/passive abilities (such as the Heavy Tank's Plating, Helicopter Speed, and so on.) and slows movement speed by 30% for 8 seconds. Also burns up all of the target's energy, causing 4X/6X/8X/10X/12X the mana lost in damage.

Another idea might be the aforementioned effects besides mana burn damage, and instead incurring damage based on how much the target *doesn't* have... Something to the effect of 5/7.5/10/12.5/15 damage per point in energy the target is missing. This ability does keep with the "smart" play encouraged by having a more fragile tank, but is also rendered much less useful against someone "smart" enough to not use their mana unless they know they'll win.

Or yet another idea would be sort of a combination of the two... Disables passive abilities/buffs and slows movement speed by 30% for 8 seconds, dealing a solid 300/600/900/1,200/1,500 damage in addition to 2.5/3.75/5.0/6.25/7.5 damage for every energy point missing from the target tank.

Range: 300-500 (Think of the Sky Tank's Energy Bomb or Helicopter's... Bomb.)
Duration: 8 seconds (For the disabled tank abilities and slow effect)
Cooldown: 60 seconds
Energy Cost: The Norm for an Ultimate
Animation: Mana Burn for projectile effect, Spell Shield for debuff. Or maybe that Lightning Wand...
Other Effects: Already covered above, as was duration, but eh...
________________________________________________

Final Comments: Yes, it packs a punch offensively, but even with Combat Mobility active (Which doesn't last long...) it's still considerably less durable than you would expect from an 8,000g tank. With this tank, I focused more on the main reason (At least I think) why we have aerial tanks. Mobility, hit-and-run-ability, speed, cunning (The ultimate exemplifies this)... Just an overall advantage in offense at the expensive of defense.

I'd dive into why I consider the Airship/Sky Tank to be weak, but this isn't the thread...
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#62
That are some really interesting ideas you have there Kenny! I'll see if its possible to add a new tank in the near future.
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#63
He's good at suggesting special abilities. Could be nice with a 25000 gold tank. Battle tanks could need some more spice. But the main problem could probably be to find a excellent tank model (A model of behemoth, I would like to see ^^). For example the firelord ingame model might be useful for an additional tank (or robot -.-), he looks almost as powerful as the infernal and frost robot when using 1.70 scaling value. But he doesn't look like a tank, so therefore not an option.Sad I found quite a neat air tank model, but looks to similar to the sky tankSad.

GoblinSteamRoller. This one was submitted yesterday. The hive model moderator made a small tank model. (doesn't probably fit into Battle Tanks)

__

I might suggsest some unique future abilities that it's not used in Battle Tanks, that possible new tanks could use some of them. Maybe you like it or notWink



Doom like ability (only for a few sec), perhaps make it last 1 sec pr level. Result: Disables the targets tanks weapons and abilities for a short time. It could for example be the firelords Overheat system ability. This is extremely imba, even for only 1 second, it stops all firepower during that time.

Bladestorm. It stacks. No one uses a bladestorm like ability. Multiple dummies that could function as slow "seeking projectiles" For example razor blades (glaives). For example glaive throwers razor bladesTongue or for better uses. Maybe not very popular ability to use.

The tinkers engineering skill is unused. It could be a passive skill that boosts all other abilities when it's leveled. It could perhaps function as a passive skill that reduces abilities cooldowns with 5% pr level or a number of seconds that is reduced on the abilities each level. Also this could as well boost damage or other changes to 1 or more abilities. :!: The problem with this ability is that is cause the same lagg as when you learn tinker module skill

Time Warp ability (scripted). A skill that memorizes the hp and mp you have when you activate it and after 8 seconds you return to the exact spot you where during activation and you gain exact hp and mana as when you activated, but after 20 seconds later when it has expired, a time distortion feedback occurs which is same as the damage you have taken in difference from the time you activated until when it expired (sort of a damage dept), which might kill you ^^. If if was positive instead, you are healed ^^. I could be a ultimate like ability that works for 8 seconds + 2 seconds pr level. This ability can be used to survive in the right moment, or cause a lucky healing in right moment.

Earth Shaker/Ground Mauler (scripted) (Thunder storm like, but its AOE increases for each second). An expanding AOE effect that does damage every second and lasts for a short time. It AOE increases every second, then expires after, for example 8 seconds. Maybe this doesn't look so unique.

Ground Spikes
. Just like Crypt lords impale. Could be cool to see the tanks be thrown up in the air :mrgreen:, no what if it was like Shooting Star!!!, Aurons overdrive in FFX, makes the tank to be slammed to the other side of the map :lol: :mrgreen: maybe an overkill :mrgreen: (ROFL)
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#64
Vomitus Wrote:offt: btw, may be make some more sort of Tinkers? ;-)

perhaps a new utilty unit.

Goblin Specialist (1900) (Perhaps alchemist model) It's weakness is that it lacks tank cannon and has a bit less hp, but his special abilities makes up for that. Available at tank contruction hall.

Price: 1900
HP: 1400
Speed: 270
Armor: 1




Multi Teleporter (Q) Has the ability to teleport friendlies or hostile tanks which is within 400 range of the user, whetever hostile or not. Does not inlcude creeps. You can for example teleport a hostile enemy tank deep inside your defense, or make a grouped teleport assault. It works as a normal teleport too if you're alone. 12 mp cost pr level. 80 sec cooldown. (Imba?)

Level 1: 750 range
Level 2: 1250 range
Level 3: 1750 range
Level 4: 2250 range
Level 5: 2750 range


Teleport Breaker (W) 10 mp pr level, 60 sec cooldown - Works like teleport breaker item. (Bad idea perhaps)

lasts 1 min pr level


EMP Mines (E) - 10 mp pr level. Blue mines

Does 100 dmg pr level, + disable all abilities and weapons for 1 second pr level. (Doom like ability cast by a dummy) Can be defused as a mine.


Mobile Bomb Trap (R) - Plants mobile bomb trap, which activates and begins to run after enemy tanks which is within 600 range of the bomb. It will detonate when it get contact with the enemy tank or explode after 5 seconds after it begins to move after activation. Can be defused as a mine. 50 sec cooldown.

Level 1: 1000 dmg, 44 mp cost
Level 2: 1250 dmg, 55 mp cost
Level 3: 1500 dmg, 66 mp cost
Level 4: 1750 dmg, 77 mp cost
Level 5: 2000 dmg, 88 mp cost.


Sweep Scan (T)

Detects invisible units for 6 seconds. 300 AOE pr level. 8 mp cost pr level. 30 sec cooldown.
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#65
I am not that good at figuring imba things out before testing them, but here i might be obvious as you pointed out yourself, that the teleport function might be imba! Too big advantage for such low cost tank, it might be something for a titan like (cost) tankSmile
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#66
Crawler (7000) (custom ingameskin protoss reaver like thingy - 80kb)

[attachment=1]

Price: 7000
HP: 8000
Speed: 180
Armor: 7


A very slow ground tank, but it has strong abilities. Speed item is almost a must have, or else this thing is extremely slow!

Energy Chain (Q) - Active - Does hold a enemy tank for 1 second pr level and 150 damage pr second. Cast range 750. If crawler moves, the chain stops immediately.

Energy Hail (W) - Active - Does 250 pr level AOE damage to units in 1000 range.

Deflective Scales (E) Passive - 5% magic damage reduction pr level

Seeker Bomb - Active - (R) Unleashes a single powerful seeker on target enemy and follows it's target for 5 seconds. Explodes on contact or when duration timer expires. (perhaps sort of goblin riot logic). Does 975 + 325 dmg pr level.

Tank-Cannon - Passive - (T)


Maybe bad ability suggestion from my side. But this larva doesn't look like a tank, I'm not sure this would look good in battle tanks.

_________________

Sky Ship (6500)
[attachment=0]

Price: 6500
HP: 5200
Armor: 6
Speed: 300



Board Cannons (Q) - Active - Can hit up to 5 enemy units (non aimed). Does 280 damage pr level, 1000 AOE.

Engine Overdrive Boost (W) - Active - Boost the speed for the ship above the speed limit and make it fly fast a short distance, but travels straight ahead (or directed area). Good for chasing enemies and retreating. This requires triggering.

lv1: 250 + current speed for 800 range ahead.
lv2: 400 + current speed for 900 range ahead.
lv3: 550 + current speed for 1000 range ahead.
lv4: 700 + current speed for 1100 range ahead.
lv5: 850 + current speed for 1200 range ahead.

Turbo Speed (E) - Passive - 30 speed pr level

Holding Chain (R) - Active - Fires a long lasting energy chain that does considerable damage over time and slow target with 50%. The bolt lasts for 3 seconds or until stunned or out of range. Cast range 800, chain max range 1200. The Caster cannot move while casting the spell.

lv1: 400 damage pr second.
lv2: 500 damage pr second.
lv3: 600 damage pr second.
lv4: 700 damage pr second.
lv5: 800 damage pr second.

or

Smoke Generator (R) - Active - 2.25 + 0.75 sec invisibility.

Tank-Cannon (T) - Passive

_______________

Medium Tank (3500)

Price: 3500
HP: 3500
Armor: 3
Speed: 300


Tank Shot (Q) - Active - Fires a tank shot which does damage and stuns the target. 1500 Range.

lv1: 240 Damage, 0.2 sec stun
lv2: 480 Damage, 0.4 sec stun
lv3: 720 Damage, 0.6 sec stun
lv4: 960 Damage, 0.8 sec stun
lv5: 1200 Damage, 1.0 sec stun

Flame (W) - Active - Fires a flame that damages enemies within a cone inside 600 range.

lv1: 250 damage
lv2: 500 damage
lv3: 750 damage
lv4: 1000 damage
lv5: 1250 damage

Reinforced Hull (E) - Passive - Provides the tank with additional 250 hp pr level

AP Implosion Shell (R) - Active - Fires a special shot against targeted tank or structure. (Structures only suffer half % damage) The bigger the tank, the greater the damage. 1500 range.

lv1: 8% of max hp + 600 damage
lv2: 10% of max hp + 750 damage
lv3: 12% of max hp + 900 damage
lv4: 14% of max hp + 1050 damage
lv5: 16% of max hp + 1200 damage

Tank-Cannon (T) - Passive
_________________

Edit_
Fixed pics


Attached Files Image(s)
       
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#67
hmm..

this reaver does exactly look like the starcraft reaver, and the suggested spell seeker bomb is like his attack in SC. dont think thats fits well into BT, although the model looks great.

the sky ship is too bright imo (Tongue ), if these white parts could be made darker, it is a possibel model i think. although its not too great, its okay.

the medium tank: i like it a lot. we got a light tank and a heavy tank, why not a medium tank? nice work, nice idea, nice skills suggested. only the ultimate seems a little strong to me, but thats a balancing thing.
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#68
I always wanted a 7k tankSmile

Common defects in these tanks are
1st: ground tanks both got 3 active damaging abilities.
2nd: all abilities hit ground and air.

Maybe there must be a Air-only abilty. Well there is a milion of tanks but non has a Air-only abilty where a lot of ground-only abilities...

And sky ship seems stronger than Sky Tank...
Trolololo
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#69
[Image: file.php?id=208]

Medium Tank / Terminator

Hp: 3500
Price: 3500
Armor: 3
Speed: 300


Tank Shot (Q) - Active - Fires a tank shot which does damage and stuns the target. 1500 Range.

lv1: 240 Damage, 0.2 sec stun
lv2: 480 Damage, 0.4 sec stun
lv3: 720 Damage, 0.6 sec stun
lv4: 960 Damage, 0.8 sec stun
lv5: 1200 Damage, 1.0 sec stun

Machine Gun (W) - Active - Fires multiple machinegun shots ahead. Ideal against creeps. Each round does fire randomly in targeted direction. Each hit does small AOE damage (75).

lv1: 10 rounds a 50 Damage each.
lv2: 10 rounds a 100 Damage each.
lv3: 10 rounds a 150 Damage each.
lv4: 10 rounds a 200 Damage each.
lv5: 10 rounds a 250 Damage each.

OR


Machine Gun Rain (W) - Active - Fires multiple machinegun shots on target area. 220 AOE, 1000 range. (Cluster rocket logic)

lv1: 250 damage
lv2: 500 damage
lv3: 750 damage
lv4: 1000 damage
lv5: 1250 damage

AA Missile (E) - Active - Fires an AA rocket on target air tank. 1500 cast range. 1 second stun.
Air Only

lv1: 350 Damage
lv2: 700 Damage
lv3: 1050 Damage
lv4: 1400 Damage
lv5: 1750 Damage

OR

Reinforced Hull - 250 hp pr level

Plasma Wave (R) - Active - Fires a strong wave on target point. 1200 wave range.

lv1: 800 Damage
lv2: 1000 Damage
lv3: 1200 Damage
lv4: 1400 Damage
lv5: 1600 Damage

OR

Reloading (R) - Passive - Decrease cooldown of all other abilities.

lv1: 24%
lv2: 30%
lv3: 36%
lv4: 42%
lv5: 48%

I don't have very ability creative ideas, just wanna display this tank I found.
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#70
Oh no. Another crazy idea!!!! :mrgreen:

Rocket Scientist (2500) (Goblin alchemist)

Price: 2500
HP: 1300
Armor: 2
Speed: 270



Jet Pack Jump (Q) Active

Flies a distance with a high jump curve. 600 + 400 range pr level. Does 100 pr level landing damage. 1 sec aoe stun.

Build Mini Missile Silo (W) Active

Build a mini missile silo, which is capable to launch short range ballistic missiles. Build time 100 hp\sec. Silos have 2 initial mp regen pr sec. The structure itself has no attack but have 6 inventory slots. 100s cooldown. This would be awesome to pwn tinker towers xD :mrgreen:

Lv1: Missile max range 1500, HP 5000, 200mp max. Capable to launch rockets (150mp) which does 480 damage.
Lv2: Missile max range 2000, HP 6000, 400mp max.
Lv3: Missile max range 2500, HP 7000, 600mp max. Also capable to launch missiles (400mp) which does explosion 1280 damage.
Lv4: Missile max range 3000, HP 8000, 800mp max.
Lv5: Missile max range 3500, HP 9000, 1000mp max. Also capable to launch cruise missiles (900mp) which does explosion 3200 damage.

Mana Transfer (E) Active

Drains mana from an enemy tank or gives away mana to one of your friendly tanks. Can also be used to tranfer mana from you to the silo. 40s cooldown. Ability cost 0 mana.

lv1: 10 mp drained/given
lv2: 20 mp drained/given
lv3: 30 mp drained/given
lv4: 40 mp drained/given
lv5: 50 mp drained/given

Special Module (T) Active

Different than the tinkers tower modules. Can also be used on tinker towers.

Defense Module: Gives 8% dmg reduction from player weapons pr level.
Capacity Module: Gives additional 1 mp regen pr level and add 100 max mana pr level. If used on tinker towers; they gain rocket ability.
Missile Module: Gives the structure a rocket defense module with 0.5 cooldown missiles. Missiles has 1000 range and does 25 dmg (50dps) pr level.
Extension Module: Adds 250 range on missiles pr level launched from structure.
Orbital Module: Fires orbital strikes within 1300 range. 1 strike pr level. The module must be actively used! 50s cooldown.

lv1: 20%
lv2: 40%
lv3: 60%
lv4: 80%
lv5: 100%

Load Nuclear Missile Confusedhock: (R) Active :mrgreen:

5 seconds casting time. Can only be used only silos. Have a independent range. The rocket scientist uses this ability on an existing silo and gives the structure one shot ability for nuclear missiles. 100s cooldown. The silo doesn't need mana for using nuke ability.

lv1: The nuke does 3000 dmg, has 2000 max range
lv2: The nuke does 3750 dmg, has 2500 max range
lv3: The nuke does 4500 dmg, has 3000 max range
lv4: The nuke does 5250 dmg, has 3500 max range
lv5: The nuke does 6000 dmg, has 4000 max range

__

Missile explodes when they reach target area or get destroyed. Missile travel speed is 1000.

Rocket hp: 600
Missile hp: 1200
Cruise Missile hp: 2000
Nuke hp: 3500

___

sry about bad influence by missile wars :mrgreen: :mrgreen: :mrgreen:
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#71
HEHEHESmile
Will this be implemented on Battle Tanks or Battle Tanks will be implemented on this unit?
Trolololo
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#72
AAAA! THIS IDEA RULES! Big Grin

I am actually a bit fan of Missile Wars and that's why I like itSmile
But in general, adding some balance, and this idea surely could be implemented ;-)

_Edit:
I've just imagined a picture when all 5(it would 5, yes?) lvl5 missile silos fire their hail with additional nuke in part:) Awesome picture indeed! :mrgreen:
And Thou shalt trust... The Seer.
Що, блядь, навчився читати українською?
Гнойный буйволизм, товарищи, - это ГБ!
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#73
LOL! We don't need missile wars in Battle Tanks (although that would be fun), It's Battle Tanks, not Battle Missiles!

However I carefully thought through my idea to make it appealing.
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#74
Name: Dark Tinker.

Cost: 100gold

Hp, Mp, Speed like normal tinker have.
Abilitys same.

More dark model and ability to make smaller ultimate ability of demon tank but its costs no mana and causes no damage.

Isnt its an awesome idea?! Ha?! x)
Make me happy by the ze.
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#75
before i waste my time on this i wanna know 2 things up front first.

1. would you ever consider my previously suggested mega tank that all the pilots can hop into (imagine that it's really really really cool and well done and i provide u with the models)?

and

2. would u then eternally name it the "qweqqweq" tank, or the "brackelsberg" tank or something similiar using either qweqqweq or josh brackelsberg in the name of the tank?

Big Grin

and yes, i AM serious!
Why's the rothchild family crest and the illuminati symbol on my 1 dollar bill? Why do rich and powerful American "christian" leaders have gay sex and worship a giant 40 foot stone owl at Beach Grove every year? Why doesn't anyone care?
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#76
*confused* So... You see... u c... yrm.
Make me happy by the ze.
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#77
To make it short: that's very unlikely.

Even not considering the fact how difficult it would be to balance such a tank, the implementation would also be very hard and would produce only new bugs and so on.
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#78
Battle tanks seems relatively short of air tanks making items like the net and the AA gun hardly worth it. Air units also create a whole new type of strategy into the game being able to move across and in areas ground tanks cannot. Air tanks can also avoid some paticular abilities without compromise. Seeing as there are only 4 air tanks in the game i think the amount of air tanks should increase. So heres an idea for another air tank hope you like it Big Grin .

Science Vessel (like from starcraft)
hp 6000
cost 7000
speed=200(very slow)
Abilities
1. Defensive Barrier
You know the ability that Lord of Avernus had (or whatever the death knight hero from dota was) well i think you could take the same script and add it onto the science vessel, damage absorbtion increasing with lvl. This spell can also be cast on allies. Cooldown 40 seconds.Mana cost +10 per lvl
lvl 1 500 dmg absorbed
lvl 2 1000 dmg absorbed
lvl 3 1500 dmg absorbed
lvl 4 2000 dmg absorbed
lvl 5 2500 dmg absorbed

2. Irradiate.
Much like plauge the ability abominations have this ability will do damage per second. I dont know if u can script this but it would also be nice to make it an aoe spell rather than an arua. Lasts 10 seconds effects all units that walk into the aoe for an additional 10 seconds. Mana cost +12 per lvl and cooldown of 60 seconds. Area of effect about the same thunderstorm from the thundertank.
lvl 1 75 damage per second
lvl 2 150 damage per second
lvl 3 225 damage per second
lvl 4 300 damage per second
lvl 5 375 damage per second

3. Energy Disruption
A spell much like silence this ability will have an aoe and prevent enemy tanks from using spells. The higher the level the longer the effect lasts. Cooldown 30 seconds. Mana cost +10 per lvl.
lvl 1 Silenced for 3 seconds
lvl 2 Silenced for 4 seconds
lvl 3 Silenced for 5 seconds
lvl 4 Silenced for 6 seconds
lvl 5 Silenced for 7 seconds

4. Ultimate. Nuclear Generator (passive)
The science vessel has a strong nuclear that gives it extra energy and a damaging explosion upon death.
lvl 1 Extra Energy +25, 1000 dmg explosion
lvl 2 Extra Energy +50, 1500 dmg explosion
lvl 3 Extra Energy +75, 2000 dmg explosion
lvl 4 Extra Energy +100, 2500 dmg explosion
lvl 5 Extra Energy +125, 3000 dmg explosion

Science Vessel also has traditional tank cannon

Maybe the explosion is a little overpowered and should be removed and replaced with something else but i have no other ideas.
Im completely open to suggestions and i just think btanks needs another air vechile.
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#79
I agree on the idea for an air tank, especially the science one. My only objection is the ulti sounds just like the ulti of sky tank, except doing even more damage...

I think that there should be another early game air tank, and another mid game air tank. Not sure what or how, but those are things that I always want since my strategy would work well there.

I think we could also use a late game exploder...

Same spells as reg. exploder, but instead of the additional explosives, have...

Teleport breaker breaker (lame name!)

Gives a % chance to ignore the teleport breakers effect per level

Lvl 1: 5%

Lvl 2: 15%

Lvl 3: 25%

Lvl 4: 35%

Lvl 5: 45%
Reply
#80
What about gravity vortex like the one I created for missile war?
Reply


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