I saw a very interesting model at hiveworkshop.
Bloodelved Decimator (Siege Tank warcraft style)
Battle Tanks doesn't have any type of tanks which do have some sort of siege mode (only guard has root function, but he's more like team healer)
Theforum members could discuss this as it might add a nice dimension into the game or discuss it at the devs level. I'm mentioning this because imo it will fit well into battletanks, altough its quite reddish.
Might fit as mid-end or end game tank. But might be hard to add a tank with immobile ability when playing against good air tank players which max out the mobility.
Maybe its style should be long range abilities, stripping its tank cannon maybe with a different ability, making it generally vulnerable against short range combats
Possible traits
Strength
Very Long Range Tank
Strong End Game Tank
Adept at sieging bases/defending
(Maybe a strong ability vs Air?)
Weakness
Weak vs Short range
Enemies using Teleporter
Immobility of Siege mode
Bit Slow
Possible ability suggestions:
Artillery Barrage (Active) [Q]
Siege mode: Cannot target inside 700 range (minimum range). Ability which shoots 5 barrages in successive sequence, once every 0.5 sec. The ability has some inaccuracy and hits ground only and does only 25% damage vs structures.
Normal mode: Same as above, but has only 1250 max range and lower arcs. 350 minimum range.
Damage pr level for each round: 250
Max Range: 3000
Cooldown: 40
Ground Only
Air Cluster (Active) [W]
Siege mode: Fires a air seeking cluster rocket at target location (1500 range), which splits into cluster missiles which hits all air targets within 750 range of target location.
Normal mode: Same as above, but has only 750 max casting range instead
Damage pr level: 500
Max Range: 1500
Cooldown: 30
Air Only
Weapon Range Adaptor (Passive) [E]
Makes the long range weapons wielded by Siege Tank able to deal more damage against enemy targets. Does also apply to the passive long range ability in siege mode. (Since long range weapons are customized, this shouldn't be hard to implement.)
Damage reduction decrease pr level vs buildings: 10% (20% level 1, 30% Level 2 etc...)
Range increase pr level: 5%
(Long Range weapons only)
Guidance Cannon (Active) [W]
....Some crazy suggestion
Siege Mode: Cannot target within 650 range. Well something awesome this is. Fires 4-8 shells high into the air which can stay there for few sec, then home after the selected target with 100% precision, even chases after teleport, but its fuel is max 4000 range. 3000 range
Normal Mode: Fires straight forward shells instead, max 1500 range and 2000 fuel range
....
Siege Mode (Active) [T]
Makes the tank able to enter siege mode. In Siege mode the tank receives and passive long range ability which deals 50 damage pr sec pr level and the tank takes less damage from weapon attacks, but is immobile. Also cooldown decreases for each level.
Long Range dps pr level: 50
Damage reduction pr level: 5%
Makes certain abilities stronger
But it has wide area of animations, so a great variation of ability can be made.
Bloodelved Decimator (Siege Tank warcraft style)
Battle Tanks doesn't have any type of tanks which do have some sort of siege mode (only guard has root function, but he's more like team healer)
Theforum members could discuss this as it might add a nice dimension into the game or discuss it at the devs level. I'm mentioning this because imo it will fit well into battletanks, altough its quite reddish.
Might fit as mid-end or end game tank. But might be hard to add a tank with immobile ability when playing against good air tank players which max out the mobility.
Maybe its style should be long range abilities, stripping its tank cannon maybe with a different ability, making it generally vulnerable against short range combats
Possible traits
Strength
Very Long Range Tank
Strong End Game Tank
Adept at sieging bases/defending
(Maybe a strong ability vs Air?)
Weakness
Weak vs Short range
Enemies using Teleporter
Immobility of Siege mode
Bit Slow
Possible ability suggestions:
Artillery Barrage (Active) [Q]
Siege mode: Cannot target inside 700 range (minimum range). Ability which shoots 5 barrages in successive sequence, once every 0.5 sec. The ability has some inaccuracy and hits ground only and does only 25% damage vs structures.
Normal mode: Same as above, but has only 1250 max range and lower arcs. 350 minimum range.
Damage pr level for each round: 250
Max Range: 3000
Cooldown: 40
Ground Only
Air Cluster (Active) [W]
Siege mode: Fires a air seeking cluster rocket at target location (1500 range), which splits into cluster missiles which hits all air targets within 750 range of target location.
Normal mode: Same as above, but has only 750 max casting range instead
Damage pr level: 500
Max Range: 1500
Cooldown: 30
Air Only
Weapon Range Adaptor (Passive) [E]
Makes the long range weapons wielded by Siege Tank able to deal more damage against enemy targets. Does also apply to the passive long range ability in siege mode. (Since long range weapons are customized, this shouldn't be hard to implement.)
Damage reduction decrease pr level vs buildings: 10% (20% level 1, 30% Level 2 etc...)
Range increase pr level: 5%
(Long Range weapons only)
Guidance Cannon (Active) [W]
....Some crazy suggestion
Siege Mode: Cannot target within 650 range. Well something awesome this is. Fires 4-8 shells high into the air which can stay there for few sec, then home after the selected target with 100% precision, even chases after teleport, but its fuel is max 4000 range. 3000 range
Normal Mode: Fires straight forward shells instead, max 1500 range and 2000 fuel range
....
Siege Mode (Active) [T]
Makes the tank able to enter siege mode. In Siege mode the tank receives and passive long range ability which deals 50 damage pr sec pr level and the tank takes less damage from weapon attacks, but is immobile. Also cooldown decreases for each level.
Long Range dps pr level: 50
Damage reduction pr level: 5%
Makes certain abilities stronger
But it has wide area of animations, so a great variation of ability can be made.