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crazywolf777 Tank Ideas
#1
I and a relative took some time to come up with some tank ideas. I should be fair though, the ideas were mostly his, and I basically played editor organizing and tweaking.

He prefers to remain anonymous at the moment, as those who know his screen name might unjustly link his lack of skill at the Battle Tanks MOBA itself to his creativity - ie he does not anything to take away from his creative nature.

The idea is not necessarily the tank as a whole, but skill ideas that might sound interesting. Clearly, they are suggestions, and works in progress. Thank you.

So not to throw people off with my convention, Skills 1-3 are standard, 4 is Ulti, and unlabeled last skill is the tank cannon. Also ranges (ie 100-500) is a shorthand way to write a range meaning even incremental increases for each level 1-5 of the skill)

Booster Tank-11000 air
1-speed boost (leveled 20, 40, 60, 80, 100)
2-gold exchange (w/out penalty give ally gold) --or retrieval (remove a death and refund a set atm of gold)
3-cp tele for group (Self,2,3,4,5)
4-heal (all allies heal 200, 400, 600, 800 1000)
reduce armor cannon/increase armor aura all enemies w/in 800 range of enemy or 1000 range of self)

Fortress-20000 (model of Night Elf Tree of Eternity, upgraded idea of Guard) ground
1-natural source (heal any one tank 5000-10000)
2-create well (1min healing 500-900/sec cp range)
3-mist of wonders (grants 1-5 secs of invunerability to all allies, 2min cooldown)
4-forced roots (gains 2,4,6,8,10 armor and forces all creeps and enemys to attack your tank)
entangled shot (tank cannon slows enemies dealing 300,600,900,1200,1500)

Disabler-18000 ground
1-trap field (prevents enemys from reaching their ally, radius 800,1600,2400,3200,4000 from tank)
2-confusion (makes enemy random an ability if he activates one)
3-misdirect (redirects an ability to ally) (cooldown 15sec)
4-command (use on cp, makes cp heal you/allies and makes tower atk its allies)
disruption cannon (cooldown 5sec; enemy cannot use ulti within 30 sec of recieving damage)

Thief-11000 ground
1-temp teleport (all units w/in area of activation recieve ability to tp for 25sec)
2-enrich (all allies bonus on next kill 10-30%)
3-stock market (5min gold doubles/decrease enemies gold by half)
4-summon Operative (creates a unit that auto kills creeps below 50% health in range of 2000, and funnels gold to owner(maybe funnel to entire team?))
speed cannon (gives self and allies 10,20,30,40,50 speed whenever allies are in 3000 range, if not, only self

Balance-11500 ground
1-Engine Overload (speed max 10sec, take 5% dmg for 10 sec)
2-Spark (revives all creeps to spawn loacation at base-that have died w/in 1min)
3-Teleport (tele to any cp, including enemy and acts as a beacon for 5seconds, then teleports back to town)
4-CP Challenge (makes a cp neutral and the first team to take is awarded bonus 1000 gold per player)
neutral cannon (Targets Heros 1.0dmg, creeps .5dmg, buildings 2.0dmg)

Physics Tank-11500 air
1-scatter (teleports 10 times randomly around the map and dealing 500-2500 dmg in a range of 1300 in every teleport location)
2-gravity change (levitates all allies to move like an air tank/sinks all enemy air tanks to move like a ground tank)
3-defuse (automatically stops teleportations from enemys using a teleporter)
4-nuke (instanly destsoys buildings exept for hq and towers protecting it) --or red button (has a 4% 8% 12% 16% 20% chance to blow up the enemy of choice)
repel cannon (reflective shield)

little extra thing to chew on-
interesting skill:
-circle of hell (teleports your allies to you, then traps you/allies, and selected enemy in a 1300 radius circle, none unable to escape. all allies there are unable to use items(or skills?), and all units are unable to use escape skills/items. all units remain there until any tank dies, causing all allies to be teleported back to home base)
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#2
the only skill that sounds/is interesting and could be usable is gravity the rest are just upgrades of current existing skills to make them way too op and the rest are just too op. Also giving healing ability to almost all tanks doesnt make them good it just makes some existing tanks useless.

FYI about you friend if he has a good idea it would still be good no matter what others think about him. So why would you even start your post with that?
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#3
@EarthR:

On my relative, yes, level headed people like you and I know that, but people generally do not think like that. If there is an opportunity for prejudice, people will often use it. I started my post like that to give him credit; I guess one could argue placement.

I think that as it sits, many of the abilities are too op, but there are ways to balance that and keep the general "idea." Are many upgrades of current skills? Yes of course. But so are many skills that already exist in the game already. There is only so many ways you can "skin a cat"(ie hurt an enemy's war-making ability).

Thank you for your input.
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