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POST YOUR NEW TANKS IDEAS HERE!!!
#21
Hi TKF,

nice new tank ideas. I just wanted to inform you that in the german part of this forum it was said that the model's filesize should not be more than 150kB.
I hope, Bob and Exodus will realize some of your ideas.

B-Tanker
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#22
hmm... some ideas may be ok, but most of them are abilities which are already done for other tanks, and no different ones...
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#23
Bob666 Wrote:hmm... some ideas may be ok, but most of them are abilities which are already done for other tanks, and no different ones...

What do you mean by different ones?.... new abilities which is not is used?? Or entirely new abilities that other tanks do not use at all.

Well the light tank, heli, anti grav, demolisher uses same "cluster rocket" logic. Is that you mean? avoid using abilities already beeing used?

Well I know that rocket hail is already beeing used, so change or new abilitiy suggestion is possible, this is just scratch idea.

Also thrust smash is similar to goblin hammer.
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#24
some same abilities are ok, but your tanks dont have unique abilities, which new tanks should have, there are already enough standard tanks... antigrav and exploder were different for exampleWink
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#25
Well I consider web ability as unique ability, and the rest is garbage. Cuz that kind of abilities is already used and boring abilities. Maybe I should suggest purely scripted abilities like "channel clones". unfortunately, I'm noob map maker and can't do JASS scripts, and won't humiliate myself by posting leaky GUI. You can do the scripting since you know how it works. Did made some horrible maps that causes mega lagg cuz of mega leaks. Never made a map that doesn't lagg... except a bad melee map.

You mean as unique as anti gravs hold ability and such?...


Well more boring abilities is coming up ^^

____________________________________

What about the firelord. It can become a cool robot. I suggest some skills for it, and it is an unused hero ^^. Model already exists in warcraft and you don't have to import it. sry I don't know how to make scripted abilities, so I just suggest the abilities. The best tank only costs 15000, it's so cheap so what about SUPER FIRELORD ROBOT xD. :lol:

Firelord Robot (24000) :twisted: Coolest hero in warcraft.

Price 24000
HP: 19000
Speed: 300
Armor: 20


It's the very powerful abilities which make up for the 5000 extra gold cost, and for the exploder/terrorist not having much difficulties with blasting this robot. Thus 5 huge explosives does 27000 dmg, so a firelord robot will die if the enemy terrorist do have 5 huge explosives, cuz he have 26600 hp at level 5. At level 22, he's surpassing the strength of 5 huge explosives, but exo and bob can do the balancing much better since they work with the map and knows the entire system.


Now the abilities....

Fireball (Q)

Projectile: Abilities\Weapons\LavaSpawnMissile\LavaSpawnMissile.mdl

Throws a homing burning fireball on initial target, and does half slash dmg on nearby targets. (Blast effect on impact) Stunning main target for 1 second stun. has 200 AOE splash dmg. 1000 cast range. Costs 10 mp pr level. 40 sec cooldown.

lv 1: 700 dmg, half splash dmg
lv 2: 1400 dmg, half splash dmg
lv 3: 2100 dmg, half splash dmg
lv 4: 2800 dmg, half splash dmg
lv 5: 3500 dmg, half splash dmg


Alternative Suggestion

Firestreams (Q) (Ground Only)

Fire multiple firestreams that Flows at forward direction with random turns. Each firestream does 1000 dmg pr sec on direct contact, and is super deadly if you can use it on a dead end with an enemy tank trapped there. (Those "firestreams" are units that have immolation or similar ability) 10 mp cost pr level, 40 sec cooldown. Firestreams lasts 5 seconds, have 360 speed.

lv 1: 2 Firestreams
lv 1: 4 Firestreams
lv 1: 6 Firestreams
lv 1: 8 Firestreams
lv 1: 10 Firestreams



Overheat System (W) (Soul Burn logic) (Doomed art effect on the target unit)

overheat an enemy tank in extreme heat induced by the Firelord Robot, which cause some damage over time,
and prevent the enemy tank from using abilities and weapons. 700 cast range. Costs 12 mp pr level, 50 sec cooldown.

lv 1: 350 damage over 1 second; Target tank abilities and weapons are disabled.
lv 2: 700 damage over 2 seconds; Target tank abilities and weapons are disabled.
lv 3: 1050 damage over 3 seconds; Target tank abilities and weapons are disabled.
lv 4: 1400 damage over 4 seconds; Target tank abilities and weapons are disabled.
lv 5: 1750 damage over 5 seconds; Target tank abilities and weapons are disabled.


Alternative Suggestion

Lava Web (W)

(Arial Shackles logic, work on ground units too) Locks an enemy tank/air tank in position. Air Tanks will fall to the ground while beeing held by the energy web. Does 300 dmg pr sec; casting range 450. 40 sec cooldown, 10 mp cost pr level.

lv 1: 1 s duration
lv 2: 2 s duration
lv 3: 3 s duration
lv 4: 4 s duration
lv 5: 5 s duration



Heat Aura (E) (Passive ability)

Damages the nearby enemy units with an incredible heat. Has 600 range.

lv 1: 90 dmg pr sec
lv 2: 180 dmg pr sec
lv 3: 270 dmg pr sec
lv 4: 360 dmg pr sec
lv 5: 450 dmg pr sec


Alternative Suggestion

Burning Fireflies (E)

Possible model:
Abilities\Weapons\LavaSpawnMissile\LavaSpawnMissile.mdl

The firelord robot releases a swarm of fireflies which spits fire on nearby targets. Lasts 15 seconds. Each firefly does 110 dmg pr sec (2x fire) with an 500 range spit fire (Autofire). 12 mp cost pr level.

lv 1: Releases 5 fireflies
lv 2: Releases 10 fireflies
lv 3: Releases 15 fireflies
lv 4: Releases 20 fireflies
lv 5: Releases 25 fireflies



Ultimate
Gigantic Flame Wave (R)
[Image: 205599391446277f8c21e31.jpg]
Something like that ^^

(Scripted Ability. Scaled dummy with scaling value 10.00, projectile art flamestrike) Makes a huge fire pillar that does heavy damage over short time, and does high dmg on nearby enemies and moderate damage to enemies further away from the center. Has about 1300 range effective flare radius (or as far as enlarged flame strike goes). It does half dmg against structures. 120 sec cooldown. Long cooldown. Casting time 2 sec.

lv 1: 10000 dmg at close center, 2000 dmg at edge. 72 mp cost (hero has 79 mp at lv 10)
lv 2: 12500 dmg at close center, 2500 dmg at edge. 90 mp cost (hero has 100 mp at lv 13)
lv 3: 15000 dmg at close center, 3000 dmg at edge. 108 mp cost (hero has 121 mp at lv 16)
lv 4: 17500 dmg at close center, 3500 dmg at edge. 126 mp cost (hero has 142 mp at lv 19)
lv 5: 20000 dmg at close center, 4000 dmg at edge. 144 mp cost (hero has 163 mp at lv 22)


Alternative Suggestion

Volcano (R)

5 levels of .... -.- I find this ability extremely boring...




I suggested alternative ability suggestions...

And the answer I get... "In your dreams" xD, but...

...In urush, the infernal tank can't stand up agains a exploder with 4 huge explosives, unless he got a gold hull, but who will buy gold hull and only have 10000 reserve for weapons? maybe very few.
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#26
TKF Wrote:Fireball (Q)

Projectile: Abilities\Weapons\LavaSpawnMissile\LavaSpawnMissile.mdl

Throws a homing burning fireball on initial target, and does half slash dmg on nearby targets. (Blast effect on impact) Stunning main target for 1 second stun. has 200 AOE splash dmg. 1000 cast range. Costs 10 mp pr level. 40 sec cooldown.

lv 1: 700 dmg, half splash dmg
lv 2: 1400 dmg, half splash dmg
lv 3: 2100 dmg, half splash dmg
lv 4: 2800 dmg, half splash dmg
lv 5: 3500 dmg, half splash dmg

im fine with this one, maybe +75 AoE but -200 range


TKF Wrote:Firestreams (Q) (Ground Only)

Fire multiple firestreams that Flows at forward direction with random turns. Each firestream does 1000 dmg pr sec on direct contact, and is super deadly if you can use it on a dead end with an enemy tank trapped there. (Those "firestreams" are units that have immolation or similar ability) 10 mp cost pr level, 40 sec cooldown. Firestreams lasts 5 seconds, have 360 speed.

lv 1: 2 Firestreams
lv 1: 4 Firestreams
lv 1: 6 Firestreams
lv 1: 8 Firestreams
lv 1: 10 Firestreams

hm... a bit imba, dont u think? 1000 damage per second? 100 damage per second would be fine. ^^

TKF Wrote:Overheat System (W) (Soul Burn logic) (Doomed art effect on the target unit)

overheat an enemy tank in extreme heat induced by the Firelord Robot, which cause some damage over time,
and prevent the enemy tank from using abilities and weapons. 700 cast range. Costs 12 mp pr level, 50 sec cooldown.

lv 1: 350 damage over 1 second; Target tank abilities and weapons are disabled.
lv 2: 700 damage over 2 seconds; Target tank abilities and weapons are disabled.
lv 3: 1050 damage over 3 seconds; Target tank abilities and weapons are disabled.
lv 4: 1400 damage over 4 seconds; Target tank abilities and weapons are disabled.
lv 5: 1650 damage over 5 seconds; Target tank abilities and weapons are disabled.

error in calculation, 5x 350 = 1750 damage, but looks like a nice skill. ^^

TKF Wrote:Lava Web (W)

(Arial Shackles logic, work on ground units too) Locks an enemy tank/air tank in position. Air Tanks will fall to the ground while beeing held by the energy web. Does 300 dmg pr sec; casting range 450. 40 sec cooldown, 10 mp cost pr level.

lv 1: 1 s duration
lv 2: 2 s duration
lv 3: 3 s duration
lv 4: 4 s duration
lv 5: 5 s duration

good one.. but change manacost and cooldown (maybe: cooldown = 6x duration)

TKF Wrote:Heat Aura (E) (Passive ability)

Damages the nearby enemy units with an incredible heat. Has 600 range.

lv 1: 90 dmg pr sec
lv 2: 180 dmg pr sec
lv 3: 270 dmg pr sec
lv 4: 360 dmg pr sec
lv 5: 450 dmg pr sec

dont rlly like passive skills like that one, maybe u need to activate it for 10 seconds, then u could add +100 range and +50% damage each, cooldown would be somwhere around 35 seconds, high manacost.


TKF Wrote:Burning Fireflies (E)

Possible model:
Abilities\Weapons\LavaSpawnMissile\LavaSpawnMissile.mdl

The firelord robot releases a swarm of fireflies which spits fire on nearby targets. Lasts 15 seconds. Each firefly does 110 dmg pr sec (2x fire) with an 500 range spit fire (Autofire). 12 mp cost pr level.

lv 1: Releases 5 fireflies
lv 2: Releases 10 fireflies
lv 3: Releases 15 fireflies
lv 4: Releases 20 fireflies
lv 5: Releases 25 fireflies

well... 15 seconds... 5 flies... each does 100 dmg/sec.. need i say more? ^^

TKF Wrote:Ultimate
Gigantic Flame Wave (R)
(...)

(Scripted Ability. Scaled dummy with scaling value 10.00, projectile art flamestrike) Makes a huge fire pillar that does heavy damage over short time, and does high dmg on nearby enemies and moderate damage to enemies further away from the center. Has about 1300 range effective flare radius (or as far as enlarged flame strike goes). It does half dmg against structures. 120 sec cooldown. Long cooldown. Casting time 2 sec.

lv 1: 10000 dmg at close center, 2000 dmg at edge. 72 mp cost (hero has 79 mp at lv 10)
lv 2: 12500 dmg at close center, 2500 dmg at edge. 90 mp cost (hero has 100 mp at lv 13)
lv 3: 15000 dmg at close center, 3000 dmg at edge. 108 mp cost (hero has 121 mp at lv 16)
lv 4: 17500 dmg at close center, 3500 dmg at edge. 126 mp cost (hero has 142 mp at lv 19)
lv 5: 20000 dmg at close center, 4000 dmg at edge. 144 mp cost (hero has 163 mp at lv 22)

huge explosion... buy mana extension then there is no problem, or just a factory... rlly dont like this one...


TKF Wrote:Volcano (R)

5 levels of .... -.- I find this ability extremely boring...

me too ^^
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#27
Also the part of lava web, use lava web each 6 sec with 1 sec durationn :S at lv 1. Maybe not 6x cooldown for each sec, but maybe 38/39/40/41/42 or similar. The purpose of the skill, is to overcome air superiority and hold enemy tanks and harm them longer with your weapons and with assistance of your teammates.

Firestreams just flows forward with some small random turns and doesn't follow enemies. It can be easily dodged, but maybe dmg could be reduced. When it touch them, it does 500-2000 dmg, depends how long it touched the enemy tank. Also more firestreams is harder to dodge. Also ground only. Maybe 1 firestream pr level :?

The main reason for the firelord idea was the ultimate. Other abilities are only filled garbage to fill the idea. Also at -zoom 2750, it doesn't look so huge either, but quite yellow. But maybe the damage can be adjusted. It's powerful, with long cooldown, so therefore I put very high mana cost. If he use this ability, it will take some time before he can use som other abilities, cuz it very superb ultimate. (Maybe to superb it this suggestion stage)
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#28
fireball = lightning strike btw^^
but all in all differentWink the firestreams are good, the rest is still normal, but a tank does not need 5 unique abilitiesWink but i dont know the idea of using the firelord...
http://hiveworkshop.com/resources_new/models/2964/
http://hiveworkshop.com/resources_new/models/2815/
these two models are nice for a new tank i think, already downloaded them, and the oklepnik model is much smaller, some textures are not needed to import
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#29
well... first got neither attack nor spell animation... boring... ^^
2nd would be fine.. maybe.. ^^
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#30
attack anims arent that necessary i think^^
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#31
Originally posted: Tue 05 Jun 07, 23:03

Well the Firelord only uses 4 of these abilities, I suggested alternatives, so more could be considered, rebalances with feedbacks, other suggestions and eliminate bad choices.

________________________________________________

I've checked both models that bob666 suggested here in the editor. The Orca Model with imported texture takes about 40kb, and that's not so much. Even if if lacks attack animations, it movement seems ok... and it may be a fair choice as a fighter. I've already suggested this model as a air scout, but it can be a fighter too ^^.

The oklepnik Tank seems ok... 65 kb Maybe it could serve as a medium tank. At least it does have a attack animation. Seems dull... But dunno...

_____________________________________

Edit_

Maybe the Orca model could fit in as a fighter that is stronger than heli, but also weaker than airship. I dunno how to suggest hp and price, so I just say a price and a hp amount in slump so far... This might be a very bad suggestion, so I like others to mention other good suggestion. Some of the Air Scout abilities may perhaps also fit in here. Dunno...


Haven't thought so much about this, so maybe just garbage...

Fighter

Price: 3100
HP: 2500
Speed: 300
Armor: 3


Gemini Missile (Q) (Air Only)

Fires a extremely powerful missile that can only target air tanks. 0.5 sec stun. 1200 range, 10 mp cost pr level. 40 sec cooldown.

Lv 1: 280 dmg
Lv 2: 560 dmg
Lv 3: 840 dmg
Lv 4: 1120 dmg
Lv 5: 1400 dmg

Alternative
Energy Torpedo (Q)

Fires a powerful energy torpedo shot at enemy target. Has 50 sec cooldown, 12 mp cost pr level. Cast Range 1300. (no stun, maybe to powerful?)

Lv 1: 240 dmg
Lv 1: 480 dmg
Lv 1: 720 dmg
Lv 1: 960 dmg
Lv 1: 1200 dmg


Signature Generator (W)

Temporarily confuses the enemy with radar jamming technology and creates false Fighter signatures that confuses and fooling the enemy weapons system for 2.5 sec, also reducing the chance of being hit by weapons. Incoming attacks and abilities during activation is nullified. 10 mp cost pr level, 40 sec cooldown.

Lv 1: 1 Signature
Lv 2: 2 Signatures
Lv 3: 3 Signatures
Lv 4: 4 Signatures
Lv 5: 5 Signatures

Alternative
Engine Lockdown (W) Fires a distruptive energy bolt that slows and does some damage to enemy tank over time. Lasts 5 Seconds. (10 Mana per Level, 40 seconds cooldown).

lv 1: Speed reduction by 8%, 150 damage over 5 sec.
lv 2: Speed reduction by 16%, 300 damage over 5 sec.
lv 3: Speed reduction by 24%, 450 damage over 5 sec.
lv 4: Speed reduction by 32%, 600 damage over 5 sec.
lv 5: Speed reduction by 40%, 750 damage over 5 sec.


Jet Propulsion (E)

Regular speed boost for air tanks. 30+ pr level.

Ultimate
Energy Web (R)

(sort of Arial Shackles, but work on ground units too) Locks an enemy tank/air tank in position and the caster cannot move while holding. if used on air, they will fall to the ground while being held by the energy web. Does 50 dmg pr sec (20 dmg pr 0.25 sec), casting range 500, 40 sec cooldown

lv 1: 4 s duration, for a total of 200 dmg, 40 mp
lv 2: 5 s duration, for a total of 250 dmg, 50 mp
lv 3: 6 s duration, for a total of 300 dmg, 60 mp
lv 4: 7 s duration, for a total of 350 dmg, 70 mp
lv 5: 8 s duration, for a total of 400 dmg, 80 mp


Already mentioned this one, I may find it fitting for this air tank, but I like to hear other suggestions, cuz I feel this is a bad suggestion... (other abilities?)

Anyway I think this model may go good for a fourth air tank... it's hard to find good air models... But it lacks attack anim, but does also only takes 40 kb, which is very good for not increasing map file size so much.

Edit_ (after a very long time)



I did find a couple of models. Maybe those can be used.

Obsidian Tank

Undead Fighter
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#32
I haven't thought what abilities could possible fit a new air tank, so here's som random suggestions what it possible could suit for: (Undead Fight model)

Air Frigate (6000)

HP: 4900
Price: 6000
Armor: 6
Speed: 300


Some skill suggestions: Web launcher/Torpedo (Q), Bomber bays/Minefield (W), Jet Propulsion (E), Solar Bomb/Carpet Bomb (R), Tank-Cannon (T)
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#33
Hard Shell
Model: Bug Hero
(If possible, reduce weapon ranges by 25 or even 50%; defensive tank)

Health: 5000
Armor: 10
Speed: (Slower than Heavy Tank)
Price: 7500

Skills:
Thorned Shell (passive)
Adds 1 armor per level; sends out a small thorn/needle every time the Tank is hit to a random enemy within 500 units doing 5 damage per level (maybe even more damage? Balance question ...).

Grip (passive)
Increases the tank's movement speed by ? per level.

Diamond Skin (passive)
Grants a 2% chance per level to withstand enemy spells.
Alternative: Absorbs one enemy spell every (300, 200, 100, 60, 30) seconds.

Though Stand (medium cooldown)
Adds 1 armor per level and 10 (20?) hp/s regeneration per level for 3 seconds per level while decreasing the tank's movement speed by 90%.

Ultimate: Creeping Host (medium cooldown)
Similar to Troop Command - summons small (temporary) bugs around the tank. The bugs' health and damage should scale appropriately but their attacks are melee only. They can't be controlled and instead act like default creeps walking towards the enemy base.
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#34
:o A idea!!!

sry but there is to detect in warcraft when the weapons hit a enemy unit with weapons/item, cuz it's a passive ability, so your thorned shell ability won't work like you suggested. Armor only decreases attacks from creeps and towers. Not from weapons, cuz they are "spells".

And it seems you suggested only passive abilities, except the ultimate.

Let's see if Exodus or Bob666 like this great new bug :lol:
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#35
TKF Wrote:I haven't thought what abilities could possible fit a new air tank, so here's som random suggestions what it possible could suit for: (Undead Fight model)

Air Frigate (6000)

HP: 4900
Price: 6000
Armor: 6
Speed: 300


Some skill suggestions: Web launcher/Torpedo (Q), Bomber bays/Minefield (W), Jet Propulsion (E), Solar Bomb/Carpet Bomb (R), Tank-Cannon (T)

well, nice Idea & Modell,but i would make it more expensive, for late Tank gAme..above 9000g
[Image: dtpc3banner88x31.jpg]
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#36
:idea:

I suggests a strong air tank. A much stronger one. I have thought about what abilities it could have, but only suggested 3 different skills with 1 alternative suggestion to each skill (2 for the first skill). I think it should have a great fighter bay skill if it would be named Sky Carrier.


Battle Frigate/Sky Fortress/Sky Carrier (12500)

HP: 10000
Price: 12500
Armor: 12
Speed: 300


__

Some skill suggestions:

Hail of Energy Torpedoes (Q)

Fires charged energy torpedoes on every target within 1000 range. 45 sec cooldown. 11 mp cost pr level.

Level 1: 420 dmg
Level 2: 840 dmg
Level 3: 1260 dmg
Level 4: 1680 dmg
Level 5: 2100 dmg


Alternative first ability:

Missile Storm (Q)

The air tanks fires 150 dmg missiles with cooldown of 0.1 at random direction. Has 1000 range. 10 mp cost pr level, 40 sec ability cooldown (The tank gets temporary phönix fire skill, that is purely trigger controlled and gets removed by triggers too after duration)

Level 1: 1 sec duration
Level 2: 2 sec duration
Level 3: 3 sec duration
Level 4: 4 sec duration
Level 5: 5 sec duration

or

Focused Energy Strike (Q)

Does deadly damage to a single target. 1300 range. 10 mp cost pr level, 40 sec cooldown.

Level 1: 500 damage
Level 2: 1000 damage
Level 3: 1500 damage
Level 4: 2000 damge
Level 5: 2500 damage

(I think this is fair damage, since frost robot does a little less damage with ice prison in addition to stun and slow.)

__

Hangar Bays (W)
-> Spellbook feature - like tower modules for tinker
Interceptors (Q) ; Bombers (W) ; Interceptors (E) ; Hunters (R)

Launches fighters/bombers/interceptors/hunters to hunt down enemies. 1300 AOE. Lasts 15 seconds. 10 mp cost pr level, 40 sec cooldown. Each fighter has a 2x60dps phönix (plasma) fire normal weapon. Each bomber has a 75dps (bombs) weapon that targets ground only and a 90 dps (burning projectile) weapon that target structures only. Each interceptor has 2x75 dps (rocket) weapon that target air only. Each hunter has 90 dps (Hammer) hero only weapon. (They all have a 1 dmg normal attack, so they may pursue enemies, no life drain at all; for example Hunters does only attack heroes, so they pursue heroes)

Level 1: 3 fighters/bombers/interceptors/hunters
Level 2: 6 fighters/bombers/interceptors/hunters
Level 3: 9 fighters/bombers/interceptors/hunters
Level 4: 12 fighters/bombers/interceptors/hunters
Level 5: 15 fighters/bombers/interceptors/hunters

Model fighter: mini blue heli
Model bomber: mini black sky barge
Model interceptors: mini black zeppelin
Model hunters: mini black wyvern/ or better model

I don't know if this is possible to make this skill with spellbook logic


Alternative second ability:

Shining Light Bomb (W)

Fires a bomb on a target which takes a lot of damage. Nearby targets (including structures) withing 500 range takes half damage (fantasic light projectile). 10 mp cost, 40 sec cooldown.

Level 1: 300 direct damage, 300 area damage (So main target takes 600 damage)
Level 2: 600 direct damage, 600 area damage
Level 3: 900 direct damage, 900 area damage
Level 4: 1200 direct damage, 1200 area damage
Level 5: 1500 direct damage, 1500 area damage

__

Jet Propulsion (passive) (E) 30 speed pr level

Alternative third skill

Power Engines (passive) (E)

Provides great engine boost to the great air tank as well as giving a small amount of damage reduction taken from weapons. 25 speed pr level and 2% damage reduction from weapons for each level. (If this skill, Air tank starts with 325 speed, costs 500 more gold, 1+ armor, still 10000 hp)

Level 1: 25 bonus speed, 2% damage reduction from player weapons and abilities.
Level 2: 50 bonus speed, 4% damage reduction from player weapons and abilities.
Level 3: 75 bonus speed, 6% damage reduction from player weapons and abilities.
Level 4: 100 bonus speed, 8% damage reduction from player weapons and abilities.
Level 5: 125 bonus speed, 10% damage reduction from player weapons and abilities.

__

Orbital Strikes (R)

Call on orbital strikes on the designated area. 1000 cast range. Each strike does 800 dmg on direct hit withing 200 range and 400 dmg on targets withing 400 range. 50 sec cooldown.

Level 1: 4 Strikes, 52mp
Level 2: 5 Strikes, 65mp
Level 3: 6 Strikes, 78mp
Level 4: 7 Strikes, 91mp
Level 5: 8 Strikes, 104mp


Alternative ulti:

Mini Nuke (R)

Fries a tremendous huge bomb that is does huge amount of damage. Can fire the mini nuke from 800 range, slow projectile. 700 AOE explosion damage. Bomb logic. Slow cooldown (100 sec)

Level 1: 3000 max core damage, 64 mp cost
Level 2: 3750 max core damage, 80 mp cost
Level 3: 4500 max core damage, 94 mp cost
Level 4: 5250 max core damage, 112 mp cost
Level 5: 6000 max core damage, 128 mp cost

__

And Tank-Cannon (T) - 60 dmg pr level, 1 sec cooldown.


Overpowered suggestions? :mrgreen: Well it's a 12500 gold tank, so some power the abilities must have.
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#37
either lower the range of the abilities or set the speed of ur air tank to 270, i know this is slow but he got some heavy skills.
some of ur skills looks fine, but all of them need a bit balancing.
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#38
Yep, the skills I suggested need some balancing. The range could be lowered too. But I would like it had hangar bays, so you could choose different type of mini fighters for different specialized tasks.

Edit_

Forget about my air tank suggestion. I have a better one.

The Great Glaive Tank!!!

Glaive Tank (1500)

HP: 1500
Price: 1500
Armor: 1
Speed: 270


Glaive Shot (Q)

Fires a large glaive and does damage to units on a line. Does double damage vs the creeps. Does not damage structures. 10 mp cost pr level, 40 sec cooldown.

Level 1: 130 dmg, (260 dmg vs the creeps)
Level 2: 260 dmg
Level 3: 390 dmg
Level 4: 520 dmg
Level 5: 650 dmg

Summon Glaive Artillery (W)

Summons small glaive artillery to aid you. These special artilleries do have 900 range and can hit 2 targets, the second target takes 40% damage from the bouncing glaive, but glaive artillery has only half health compared to the normal force artillery. They last 20 seconds. 10 mp cost pr level, 40 sec cooldown.

Level 1: 1 artillery
Level 2: 2 artilleries
Level 3: 3 artilleries
Level 4: 4 artilleries
Level 5: 5 artilleries

Glaivial Engines (E)

Gives you the max speed for a short time. 5 mp cost pr level, 25 sec cooldown.

Level 1: 3s
Level 2: 6s
Level 3: 9s
Level 4: 12s
Level 5: 15s

Bouncing Glaive (R)

Hit several targets with a bouncing glaive shot. 900 cast range. It does equal damage for each hit. Hits 5 targets. 40 sec cooldown.

Level 1: 640 dmg
Level 2: 800 dmg
Level 3: 960 dmg
Level 4: 1120 dmg
Level 5: 1280 dmg



Maybe this is a very lame tank and skill suggestion -.- all skills have glaive in their names...
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#39
New endgame tank idea: Behemoth

General Tank Specifications
Tank Name/Class: Behemoth (Cosmetically, I'm thinking of an enlarged Heavy Tank or Demon Tank skin with slight red tint if possible)
Cost: 25,000
Base Hitpoints: 27,000 (+400 per level)
Size/Collision Detection: I'm thinking Goblin Tank, twice as big without limiting ability to traverse areas like Control Point ramps.
Armor: 27
Movement Speed: 220
Target Classifications: Normal, Ground, Hero
Other Effects: Cannot use any speed-boosting items. If there's a way to disable the speed-boosting effect on some items without simply disallowing the Behemoth to pick them up that would be nice.
Abilities...

Terminal Velocity: While active, the Behemoth's movement speed is increased by 100/200/300/400/500* and magic resistance (resistance to tank weapons and abilities) is increased by 7%/14%/21%/28%/35%. Drains 1/2/3/4/5 energy per second while active. (apply more drain to effectively cancel out the Behemoth's innate energy generation) If possible also make it so the Behemoth can traverse all terrain and change the weapons that can target it to Normal, Air, and Hero.

Has a five second cooldown to deactivate, and a further five second cooldown to activate it again upon deactivation to prevent bringing up a strong defense (example: lava shot) as necessary at little to no cost.

A simple animation for the effect would probably be a (red) Immolation appearance.

*: While 300 would effectively max the speed, it may or may not counteract the few slow effects in the game.
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Power Armor: This ability passively reduces all physical damage taken by 30/60/90/120/150 in addition to granting the Behemoth 10/20/30/40/50 bonus hit point regeneration per second. Any damage taken cannot be reduced past 18.75/15/11.75/7.5/3.75. (or if there's an absolute minimum of 5, just stick with that.)
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Devastate (Ground Only): The Behemoth fires a projectile at a range of 2,000 (The range of the Demolisher's shot, this ability also functions the same for targetting purposes), dealing 700/1,400/2,100/2,800/3,500 damage in a medium area of effect (similiar to what the Frost-Robot's Blizzard has) and completely disabling any enemy ground tanks caught in it for two seconds (as in stuns them and locks their weapons up, like the Antigrav's ultimate without the invulnerability). This ability would have a cooldown about a third of the norm, but an energy cost of the norm.

The reasoning for the fast cooldown is the Behemoth has no other *reliable* nuke. Ultimatum can be interrupted and Devastate doesn't even hit air. For that matter, Devastate isn't a matter of point-and-click like other abilities, you must calculate your target(s) trajectory and fire accordingly. The only out-of-the-box ability the Behemoth has to cripple air is heaps of hit points.

An ideal animation would probably be a giant Lava Shot, if not possible an enlarged Demolisher shot.
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Basic Cannon: The basic tank cannon we all know and love that only tinkers and exploders don't have. Passively fires a projectile at a random hostile every second that deals 60/120/180/240/300 damage at a range up to 900.
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Ultimatum (Ultimate): Upon channeling for three seconds, the Behemoth sends out a shockwave of destruction up to a range of 2,000 with a width of 500, dealing 2,000/4,000/6,000/8,000/10,000* damage to everything caught in its path, including allies. This ability can only be used with Terminal Velocity active (if possible) and has a typical cooldown and energy cost for an ultimate. Does half damage against buildings.

Another aspect specific to this ability is you only need to click it and it begins channeling to fire in a certain direction, no manual targeting is needed.

*: Yes, the damage is huge. But with a three second window to evade this ability, if not stop it entirely with a stun, I'd say overall it's pretty fair considering what stage the game would be in by the time this tank is available. 5,000 damage against buildings might seem like a lot, but I'm sure we've all seen a Heavy Tank or Siege Pack could do better.

As for cosmetics with regard for this ultimate... I could see the Big Bad Voodoo animation working for channeling time, and an enlarged Shockwave for the projectile.
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#40
sounds like a moving fortress ^^

but i think 25000Gold is too much for btanks, the 15000gold infernal isnt used oft, so why this tank should be used more? ^^
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