2008-03-20, 05:20:48
okay, just wanted to post some thoughts about the scout.
first of all, lets see what we've got so far:
we've got a model (if this model is accepted), and we've got a name: scout. both fit well to each other in my opinion.
lets think about how this tank should work:
-i think, it is a light armored, but fast vehicle.
-he should counter invisible stuff in any way, as he is a "scout"
-he shouldnt be able to compete a "normal" tank in 1v1, so he must have other tasks to do
To make these thoughts concrete:
-the scout should cost less than 1400 (antigrav tank). my favorite cost is 500, with ~600 hp and a speed of 290-320. this is very fragile, but it allows starting items like troop command, or multibow (basic magic) + iron hull. that would also grant that the scout is more fragile than the (even light-) tank.
-an ability which counter invisible stuff could be this:
a combination of an active and passive ability.
passive is: you detect (=can see) invisible stuff within range of X. (increases with level)
active is: the counter. example for this: you make mines/teleport breakers/detector wards visible for every unit, and make it triggering every unit (so that mines for example explode whenever a tank crosses it, no matter of the team)
i heard you want this scout have an ability against other tanks.
-an ability against other tanks could be: (active)
a short stun, combined with disabling all enemy's active spells for X.X seconds. this is a rather defensive/supporting ability, but its the way i imagine a scout. also: the scout could be a valuable trader hunter this way, as the trader often uses abilities to flee and cant take advantage of the low hp of the scout earlygame.
example: 1 second stun, disabling enemy ablilities for 0.8 seconds per level. (no damage)
but: relatively countering invisible stuff and maybe trader (depending on his speed) isnt really enough for a tank in BT. what else could he do?
creeping. there are some ways to do that. (two these i suggested before in this thread, i know)
1) [passive] a chance to get additional bounty for killing a creep unit.
2) [passive or active] immediately kill the creep unit which is nearest to the scout.
3) [passive] a "tank-cannon"-like skill, which can attack creeps only, but with more range/dps
yeah, thats what i think, hope you like it. but whatever, comment it
first of all, lets see what we've got so far:
we've got a model (if this model is accepted), and we've got a name: scout. both fit well to each other in my opinion.
lets think about how this tank should work:
-i think, it is a light armored, but fast vehicle.
-he should counter invisible stuff in any way, as he is a "scout"
-he shouldnt be able to compete a "normal" tank in 1v1, so he must have other tasks to do
To make these thoughts concrete:
-the scout should cost less than 1400 (antigrav tank). my favorite cost is 500, with ~600 hp and a speed of 290-320. this is very fragile, but it allows starting items like troop command, or multibow (basic magic) + iron hull. that would also grant that the scout is more fragile than the (even light-) tank.
-an ability which counter invisible stuff could be this:
a combination of an active and passive ability.
passive is: you detect (=can see) invisible stuff within range of X. (increases with level)
active is: the counter. example for this: you make mines/teleport breakers/detector wards visible for every unit, and make it triggering every unit (so that mines for example explode whenever a tank crosses it, no matter of the team)
i heard you want this scout have an ability against other tanks.
-an ability against other tanks could be: (active)
a short stun, combined with disabling all enemy's active spells for X.X seconds. this is a rather defensive/supporting ability, but its the way i imagine a scout. also: the scout could be a valuable trader hunter this way, as the trader often uses abilities to flee and cant take advantage of the low hp of the scout earlygame.
example: 1 second stun, disabling enemy ablilities for 0.8 seconds per level. (no damage)
but: relatively countering invisible stuff and maybe trader (depending on his speed) isnt really enough for a tank in BT. what else could he do?
creeping. there are some ways to do that. (two these i suggested before in this thread, i know)
1) [passive] a chance to get additional bounty for killing a creep unit.
2) [passive or active] immediately kill the creep unit which is nearest to the scout.
3) [passive] a "tank-cannon"-like skill, which can attack creeps only, but with more range/dps
yeah, thats what i think, hope you like it. but whatever, comment it
