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POST YOUR NEW TANKS IDEAS HERE!!!
#81
italyrools Wrote:Teleport breaker breaker (lame name!)

Lol? Best name I ever heard. I want this in official map. Please. =)
Make me happy by the ze.
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#82
meh... I prefer "snork eater eater"
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#83
I gots an idea...


Name: Gargoyle(Air)
Cost: 15k
Hp: 15k
Speed: 300
Abilities:
1. Rock Smash: Targets one units, Freezes it for one second(like antigrav freeze), unfreezes while a giant rock falls down on it.
Lvl 1: 1 second freeze, 2.5 second stun dealing 1500 dmg
Lvl 2: same , Same 1750 dmg
Lvl 3: same , same 2000 dmg
Lvl 4: same , same 2250 dmg
Lvl 5: same , same 2500 dmg


2. Poison: Slows a target for a certain amount of time dealing dmg.
Lvl 1: 50 speed reduction, 50 dps, 5 seconds
Lvl 2: 65 speed reduction, 60 dps, 5.5 seconds
Lvl 3: 80 speed reduction, 70 dps, 6 seconds
Lvl 4: 95 speed reduction, 80 dps, 6.5 seconds
Lvl 5: 110 speed reduction, 90 dps, 7 seconds


3. Rock Spikes: Rocks Rise up from the ground doing damage, then spreads out do more dmg to enemies within a 600 radius circle.
Lvl 1: 1100 dmg + 1100 dmg
Lvl 2: 1200 dmg + 1200 dmg
Lvl 3: 1300 dmg + 1300 dmg
Lvl 4: 1400 dmg +1400 dmg
Lvl 5: 1500 dmg + 1500 dmg

4. Stone Form(special): Turns to stone, heals hero, releases rock minions for 5 seconds.
Lvl 1: Heals 600 hp per second releasing 6 rock minions, 6k hp+60 dps each
Lvl 2: Heals 700 hp per second releasing 7 rock minions, 7k hp+70 dps each
Lvl 3: " 800 " " " " 8 " " , 8k hp+80 dps each
Lvl 4: " 900 " " " " 9 " " , 9k hp+ 90 dps each
Lvl 5: " 1000 " " " " 10 " " , 10k hp+ 100 dps each

5. Spike shot(tank cannon): shoots rock spikes from body.
Lvl 1: 100 dps
Lvl 2: 150 dps
Lvl 3: 200 dps
Lvl 4: 250 dps
Lvl 5: 300 dps
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#84
Wait... one thing.
For ability 4 on my gargoyle, the minions should be invulnerable for all 5 lvls because itd be too rigged if the minions took hits for the gargoyle
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#85
I dunno stone form seems to much like the gaurd in just planting in one spot, healing, and summoning minions. I know its the gargoyles ability to do so in warcraft games but maybe u could come up with something different.
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#86
I've to admit that science vessel sounds like a good idea, but we need a lowsize model, maybe exodus would consider it. A new goblin tank will be inserted into the map very soon. Also map size is going to be quite much bigger now if he wants a loadingscreen too!

If I know him right, be has already hatched 4 unique abilities for the new Goblin Tank. A name for it could be difficult, but perhaps Gazlow TankTongue
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#87
Normally you'd be right, but this time I barely got anything. The next version will feature some balancing and bug fixing again and I think after that it will be time for some new content. Until then I'll have to see what could be used as abilities for the new tank.

About the filesize, I tried the MDX-squisher and it reduced the file size to ~560 KB. The reduction wasn't that big, but oh well. Oh, and the model for the new tank is already imported into the map.
This post has been brought to you by Sand - it's everywhere, get used to it.
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#88
I don't think the map size is that much of a biggie. A problem I do have, however, is that for every new version, lets use the latest 8.49 for example, there are upwards of ten sub-mods. There is no difference between these mods, but I have to dl whichever version the host is hosting, and then I have multiple versions of the same thing stinking up my maps list and wasting space on my comp. Not sure if there is a way to fix this, or why it happens...
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#89
The main reason I wanted to do this was because as of now, the only air unit you can start with is the velocicopter, and I thought this would open up more options. As you can see, this units health-to-price ratio is it's major disadvantage, so its speed and abilities have to be a bit more powerful than usual to compensate. Please give comments, this is my first idea.

Name: Stealth Copter (Air)
Cost: 1.4k
Hp: 1k
Speed: 350
Abilities:

1. Radar Reflection: Makes the Stealth Copter invulnerable for a time, but the power required to do so is immense, disabling the copter's weapons and spells and rapidly draining mana.
Lvl 1: Drains 15 mana per second
Lvl 2: Drains 13 mana per second
Lvl 3: Drains 11 mana per second
Lvl 4: Drains 9 mana per second
Lvl 5: Drains 7 mana per second


2. Hit and Run: Rapidly moves the Copter to the target unit and back within a certain range, focusing all weapons on the target for 2 seconds after arrival.
Lvl 1: 600 range, 10 mana
Lvl 2: 800 range, 20 mana
Lvl 3: 1000 range, 30 mana
Lvl 4: 1200 range, 40 mana
Lvl 5: 1400 range, 50 mana


3. Disable Radar: Weakens the target tanks radar, making it harder for the tank to aim it's weapons. This results in a reduction in range of the target's weapons for 5 seconds.
Lvl 1: 50 range reduction, 15 mana cost
Lvl 2: 100 range reduction, 30 mana cost
Lvl 3: 150 range reduction, 45 mana cost
Lvl 4: 200 range reduction, 60 mana cost
Lvl 5: 250 range reduction, 75 mana cost

Or

3. Disable Controls: Fires a targeted EMP pulse, stunning the target momentarily and slowing the target by 25% for the same amount of time afterwards. Has a range of 900.
Lvl 1: 1 second duration, 10 mana cost
Lvl 2: 2 second duration, 20 mana cost
Lvl 3: 3 second duration, 30 mana cost
Lvl 4: 4 second duration, 40 mana cost
Lvl 5: 5 second duration, 50 mana cost


4. Stealth Form (Ultimate): Turns the hero invisible for a short amount of time.
Lvl 1: 4 seconds, 30 mana cost
Lvl 2: 5 seconds, 40 mana cost
Lvl 3: 6 seconds, 50 mana cost
Lvl 4: 7 seconds, 60 mana cost
Lvl 5: 8 seconds, 70 mana cost


5. A-P Rounds (Tank cannon): Fires aimed rounds from the copter, targeting nearby enemy heroes. If possible, this ability should also be focused by hit and run. I was thinking it should have the same range and fire rate as the regular tank cannon. (Just for clarification, A-P stands for armor piercing)
Lvl 1: 30 dps
Lvl 2: 60 dps
Lvl 3: 90 dps
Lvl 4: 120 dps
Lvl 5: 150 dps
You may notice that some of my posts are somewhat disconnected in their ideas and don't really flow that well. That's because my mind drifts around like a jellyfish in a strong ocean current. You just lost the game.
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#90
Bobguydude Wrote:3. Disable Radar: Weakens the target tanks radar, making it harder for the tank to aim it's weapons. This results in a reduction in range of the target's weapons for 5 seconds.
Lvl 1: 50 range reduction, 15 mana cost
Lvl 2: 100 range reduction, 30 mana cost
Lvl 3: 150 range reduction, 45 mana cost
Lvl 4: 200 range reduction, 60 mana cost
Lvl 5: 250 range reduction, 75 mana cost
That would be to much work to make! I think Exodus would agree on that.
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#91
Yeah, I thought that might be a tough one. How about this instead.

3. Disable Controls: Fires a targeted EMP pulse, stunning the target momentarily and slowing the target by 25% for the same amount of time afterwards. Has a range of 900.
Lvl 1: 1 second duration, 10 mana cost
Lvl 2: 2 second duration, 20 mana cost
Lvl 3: 3 second duration, 30 mana cost
Lvl 4: 4 second duration, 40 mana cost
Lvl 5: 5 second duration, 50 mana cost
You may notice that some of my posts are somewhat disconnected in their ideas and don't really flow that well. That's because my mind drifts around like a jellyfish in a strong ocean current. You just lost the game.
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#92
How about the next tank u make having an ability (ultimate) that can deal small damage to all enemy tank players (like zeus in dota)?
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#93
Bobguydude Wrote:The main reason I wanted to do this was because as of now, the only air unit you can start with is the velocicopter, and I thought this would open up more options. As you can see, this units health-to-price ratio is it's major disadvantage, so its speed and abilities have to be a bit more powerful than usual to compensate. Please give comments, this is my first idea.

Name: Stealth Copter (Air)
Cost: 1.4k
Hp: 1k
Speed: 350
Abilities:

1. Radar Reflection: Makes the Stealth Copter invulnerable for a time, but the power required to do so is immense, disabling the copter's weapons and spells and rapidly drains mana.
Lvl 1: Drains 15 mana per second
Lvl 2: Drains 13 mana per second
Lvl 3: Drains 11 mana per second
Lvl 4: Drains 9 mana per second
Lvl 5: Drains 7 mana per second


2. Hit and Run: Rapidly moves the Copter to the target unit and back within a certain range, focusing all weapons on the target for 2 seconds after arrival.
Lvl 1: 600 range, 10 mana
Lvl 2: 800 range, 20 mana
Lvl 3: 1000 range, 30 mana
Lvl 4: 1200 range, 40 mana
Lvl 5: 1400 range, 50 mana


3. Disable Radar: Weakens the target tanks radar, making it harder for the tank to aim it's weapons. This results in a reduction in range of the target's weapons for 5 seconds.
Lvl 1: 50 range reduction, 15 mana cost
Lvl 2: 100 range reduction, 30 mana cost
Lvl 3: 150 range reduction, 45 mana cost
Lvl 4: 200 range reduction, 60 mana cost
Lvl 5: 250 range reduction, 75 mana cost


4. Stealth Form (Ultimate): Turns the hero invisible for a short amount of time.
Lvl 1: 4 seconds, 30 mana cost
Lvl 2: 5 seconds, 40 mana cost
Lvl 3: 6 seconds, 50 mana cost
Lvl 4: 7 seconds, 60 mana cost
Lvl 5: 8 seconds, 70 mana cost


5. A-P Rounds (Tank cannon): Fires aimed rounds from the copter, targeting nearby enemy heroes. If possible, this ability should also be focused by hit and run. I was thinking it should have the same range and fire rate as the regular tank cannon. (Just for clarification, A-P stands for armor piercing)
Lvl 1: 30 dps
Lvl 2: 60 dps
Lvl 3: 90 dps
Lvl 4: 120 dps
Lvl 5: 150 dps

I like this alot, it sounds basically like a small, cheap and faster version of sky fortress.
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#94
Here is my idea:

The Sniper (2000)

Hp: 500
Price: 2000 gold
Speed: 250

Camoflouge (Q) (10mp cost pr level)
40 sec cooldown

lv 1: Invisibility, 1.5 second duration
lv 2: Invisibility, 2.0 second duration
lv 3: Invisibility, 2.5 second duration
lv 4: Invisibility, 3.0 second duration
lv 5: Invisibility, 3.5 second duration

Profiling (Passive)

lv 1: +10% Chance for all weapons to select a heroes rather than creeps or buildings
lv 2: +15% Chance for all weapons to select a heroes rather than creeps or buildings
lv 3: +20% Chance for all weapons to select a heroes rather than creeps or buildings
lv 4: +25% Chance for all weapons to select a heroes rather than creeps or buildings
lv 5: +30% Chance for all weapons to select a heroes rather than creeps or buildings

Headshot (Passive)

lv 1: +5% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 2: +10% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 3: +15% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 4: +20% Chance for all weapons and abilities to do 1.5x damage upon hit
lv 5: +25% Chance for all weapons and abilities to do 1.5x damage upon hit

Ultimate ability
Triangulation ® 60 sec cooldown

Casting Range of 3,000. Upon cast, 3 hidden sniper turrets take 3 seconds to setup in a triangle 2,000 range from selected 200 radius area. Whenever The Sniper presses the trigger button within 15 seconds of setup, all 3 turrets fire x2 at one randomly selected hero in the radius over a period of 2 seconds. Spell resets once turrets fire or disappear.

(damage per turret shot, ie x6)

lv 1: 200 dmg, 40 mp
lv 2: 400 dmg, 50 mp
lv 3: 600 dmg, 60 mp
lv 4: 800 dmg, 70 mp
lv 5: 1000 dmg, 80 mp


Tank-Cannon:
Range: 2,000
Cooldown: 10 seconds
Attacks Heroes Only
Damage:
lv 1: 150
lv 2: 250
lv 3: 350
lv 4: 450
lv 5: 550
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#95
Actually, I'd be open to modifications on that. ie tweaking hero only cannon to formulate to prexisting calculations or for tweaks on abilities. I actually think itd be cool to have passive abilities to increase range, firing rate, or damage of passive tank cannon

ie
Vantage Point (passive)
lv 1: +100 range
lv 2: +200 range
etc.

or even for a increase in HP or slight lowering in cost.

Your thoughts?
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#96
*OR*

Omegatron (12000)
*stores 'energy'*
Cannot use mana.
Hp: 12000
Price: 12000 gold
Speed: 300

Energy Absorbtion (Passive)

lv 1: Stores 1/10 of all damage taken as energy, max 500
lv 2: Stores 2/10 of all damage taken as energy, max 1000
lv 3: Stores 3/10 of all damage taken as energy, max 1500
lv 4: Stores 4/10 of all damage taken as energy, max 2000
lv 5: Stores 5/10 of all damage taken as energy, max 2500

Energy Beam (w)
Shoots an energy beam moving at a speed of 100 accelerating across the entire map with radius 50 (does 1/10 damage to buildings), hits allies for 200%.
Ideally, ground will shake more violently the longer the charge lasts

lv 1: Charges as a channeling spell until released for up to 10 seconds, does x0.25 damage per energy point + x0.05 damage per second channeling
lv 2: Charges as a channeling spell until released for up to 10 seconds, does x0.50 damage per energy point + x0.10 damage per second channeling
lv 3: Charges as a channeling spell until released for up to 10 seconds, does x0.75 damage per energy point + x0.15 damage per second channeling
lv 4: Charges as a channeling spell until released for up to 10 seconds, does x1.00 damage per energy point + x0.20 damage per second channeling
lv 5: Charges as a channeling spell until released for up to 10 seconds, does x1.25 damage per energy point + x0.25 damage per second channeling

ie, 1500 energy at a lv 3 beam for 5 seconds = 1500 * (0.75 + 5 * 0.15) = 2250
2500 energy at a lv 5 beam for 10 seconds = 2500 * (1.25 + 5 * 0.25) = 9375

Energy Boost (e)

lv 1: Boost speed by energy/5 for a distance of energy / 0.90
lv 2: Boost speed by energy/4 for a distance of energy / 0.80
lv 3: Boost speed by energy/3 for a distance of energy / 0.70
lv 4: Boost speed by energy/2 for a distance of energy / 0.60
lv 5: Boost speed by energy/1 for a distance of energy / 0.50

Ultimate ability
Deflection ® 60 sec cooldown

For a given duration, x% of all incoming damage will be transformed into 'energy beams' directed in a random direction away from tank.
Requires 100% energy to cast. Cooldown 75 seconds.


lv 1: 1 second,15%
lv 2: 2 second,20%
lv 3: 3 second,25%
lv 4: 4 second,30%
lv 5: 5 second,35%


Tank-Cannon:
Range: 950
Only hits buildings.
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#97
I really like both tanks, especially the sniper, which I want, now!Smile
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#98
I agree with Italy. I think the sniper would add a whole new level to battle tanks gameplay (I'm completely biased on this though, I've been hoping for a really long range tank ever since i started playing).

Anyway, I hope this tank gets into the game!
You may notice that some of my posts are somewhat disconnected in their ideas and don't really flow that well. That's because my mind drifts around like a jellyfish in a strong ocean current. You just lost the game.
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#99
Imho Sniper is really imba, as it would hardly have a counter. Real long range tank? People, there's already a scout there and some air tanks. Unless long range doesn't get a "BIT" weakened, mass hail and sky tank is a game winner. (try to not die from two shots at cp, even if you have 4 flamers)


Spider Tank (uses the Crypt Lord model)

Impale (basically cloned from the original Crypt Lord)
Stuns everything forward in range of 1300. Damage and stun duration decrease with distance from tank. (sounds like maybe too hard to code, but then you could make stun&dmg constant and set it to 1k range)

Plague
Deals initial damage in a large targeted area, which remains poisoned and infects every tank that enters it to take damage over time, even if it leaves the area.

Spider Carapace
Gives a slight chance to deflect any enemy projectile and return it to the attacker. (second version: bigger chance, but random return target)

Spider Minions (ultimate)
Summons four invulnerable minions to fight for you. Lasts 20 seconds. Minions don't dissapear upon tank's death.(either with less firepower and high HP or more power and invulnerable)

I didn't put in any numbers, because there are two options of putting this tank into game. As it's quite good in defense (ulti can be used well to hold off some creeps, carapace too) and I think the game misses a real good defender except for Guard, you can make it available from base for maybe 9k and for example take the goblin tank to the tank factory (then all goblins will be there).
Another option is 14-15k cost, available from tank factory.
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Sounds ok to me, but the plague is quiet similar to the demolisher burning oil ultimate.
Maybe let it be some acid like the real acid bomb, so it reducts Armor quiet hard and maybe a little slow like 15% or so. If that acid has area effect on impact like the usual acid bomb it would be quiet different to the demolisher ultimate.

2nd: If you say there is no defender except guard- what do you think the earth robot with transparent armor and that up to 60% damage eduction for 5 seconds is ? :wink:

That Spider carpace is difficult to say how it works good. Do you think its like the footmen shild, which reflects attacking projectiles - dont know if that works on magic (weapon) attack.
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
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