Post by gingerbear on Jun 16, 2013 14:44:39 GMT -5
Now that everyone is basically having all the core tanks, people might want to try new stuff, or just want to get rid of their tank unlocks by some positive way...
Here are some crazy tank ideas:
Goliath
Looks: large, blocky, bulldozer like
HP: 1000
Shields: 4 segments: 2 inner, 180 degrees 50 HP, two outer, in front of the tank and on the back with about 90 degrees with 350 HP
Weapons: None
Special:
Can "overrun" small ground minions as basic movement, these enemies instantly die.
Triggers:
- Ionic Thrusters: increases movement speed for x seconds
- Kinetic Ram: makes the Goliath charge forward (like blink, but it physically moves through the path). If there is a building on the way, that will stop the movement, but is dealt 350 damage upon contact. Slow recharge.
- Seismic Charge: paralyzes minions in an area
- Subfluxus Restoration: renders the tank unmovable, but initiates all shield recharge and HP regen at a higher pace. The effect stops if everything is fully restored, or failing that, 4 seconds have passed
The idea behind this tank is just having fun. It is not an efficient building fighter, and cannot deal damage at convoys (I assume the unit sizes are medium and large or all large, so uncrushable). However, it might be good at exploration due to its massive bulk, it can definitely help clearing towers by eliminating all the pesky minions (except where they fly), or to eat up damage at convoy fights (triggering the 4th ability and continuing to teleport between the players and the convoy could be a funny way of shielding).
Marauder
Looks: small, trapezoid or triangular
HP: 400
Shields: two side shields meeting front, each 120° and with 100 HP (like Valkyre), two inner shields set up right below the outer ones, these are 180°, and also have 100 HP
Weapons: 1 "undirected" Charging Gun (see special).
Special:
If the gun shoots at the same target, the damage dealt by it is continuously increasing. The gun only switches targets if there is a higher priority target nearby. Priority from bottom to top: tower minions (size increasing), towers, convoy minions, convoy mains. When the gun changes targets, the damage resets to the initial value
Triggers:
- Repulsive Fluctuation: a 360° outwards spiraling effect, that pushes minions out of the way
- Quantitative Overdrive: the RoF is significantly increased, but the damage stays the same while in overdrive
- Inversive Cloak: The Marauder loses all its shields, and becomes cloaked for shields lost / 100 secs. (So at full shield this should be 4 secs) Cloaked time blocks the start of shield regeneration.
- EMP Shockwave: A forwards propagating wave, stunning (= no attack) everything on its way for 2-3 secs
This tank aims to be an offensive 1v1 tank with the ability of getting fast to the target. The downside of it is of course its relative inability to deal with minions (its gun is quickly aggro-ed to towers if it's near), along with its fragile state if it decides to cloak.
Hydra
Looks: An elongated body with two big guns rotating 180° at each end
HP: 800
Shields: a 360° shield of 150 HP.
Weapons: Aside from the two big guns, 4 small guns next to each of them, two on each side. See special.
Special:
At full health only the main guns are working. As the hp gets lower and lower, the lesser guns next to the main ones are activating too, for example the inner pair at 650 HP, the outer pair at 400 HP. (This tank is intending to simulate the hydra: the more heads you chop down, the more grows back.)
Triggers:
- Quantum Reconstruction: Slow but steady HP regen, which allows the player to try to keep the hp at a certain "damaged" state while under fire
- Ionic Vortex Alpha: Blink backwards and restore the shield
- Tornado Override: The tank starts to spin around madly, each active gun gaining 200% RoF, and shooting straight outwards (no tracking). Lasts about 2 or 3 seconds.
- Ionic Vortex Beta: Blink forwards and restore shield
The idea behind this tank is a high risk - high offense tank, that can get into and out of trouble easily. To be efficient it needs to be damaged - it's up to the player how much he is willing to risk for efficiency.
Daedalus
Looks: A basic hull with a turret that has 2 or 3 pairs of rocket launchers
HP: 400
Shields: two layers of 3-segment shields (like valkyre), with each segment having 100 HP. the inner segment is 60° rotated relative to the outer ones.
Weapons: 2 or 3 pairs of rocket launchers, strictly shooting at the direction where the 360° moveable turret aims.
Special:
The rockets deal an extra damage to air units, but deal reduced damage to ground units.
Triggers:
- SAM Site Mode: This trigger lasts as long as the tank is not moving. The attack range is greatly increased, however it can only target air units. Fast cooldown
- Antigravity Pulse: knocks every nearby ground units into the air, making them count as "air units".
- Antigravity Thrusters: elevates the tank into the air for a short wile, allowing it to bypass walls, or "sit on" them. (It becomes stuck if it lands on a tower or drill walls, etc.)
- Bombardment: A fast burst of all the rockets are directed to X range from the front of the tank, dealing fixed AoE to air and ground alike
This tank will only make sense if the game emphasizes the difference between ground and air, which can happen a lot of ways: buildings specifically nerfing them less, towers with roadblocks and lots of air units moving in and out, floating towers that drop bombs, etc.
Crustacean
Looks: A round tank with a fixed pair of guns in the front and 3 miniguns on each side
HP: 500
Shields: An outmost shield on the back of the tank covering 90°, with 300 HP, a middle layer of shields: a 200 HP, 180° covering the back, two 100 HP shields, both 90° on the front, and an inner layer: a 360°, 100HP shield
Weapons: A fixed pair of strong guns on the front (Like Wildfire or Valkyre), pointing gently inwards with the focus of about 5 tiles away. A line of 3 miniguns on each side rotating 360°, with low damage
Special:
Nothing much.
Triggers:
- Displacement Warp: The tank quickly blinks backwards
- Gravimetric Lock: Pulls nearby minions into the focal point of the main guns, and makes the rear guns also aiming there. If there is a building in the affected area, then instead of minions the Crustacean will be pulled so that the tower will be in focus
- Protoplasmic Shedding: Recharges the outmost back shield at the cost of losing the inner shield and the two frontal shields, however also initiates the recharging of these three.
- Baryonic Discharge: AoE Spraygun-like damage on the two side of the tank.
This tank is intended to be a "butt heavy" tank, because driving backwards with reversed direction controls is always fun. With its main offense pointing in the opposite direction, it let's the players come up with all kind of cheese tactics.
Here are some crazy tank ideas:
Goliath
Looks: large, blocky, bulldozer like
HP: 1000
Shields: 4 segments: 2 inner, 180 degrees 50 HP, two outer, in front of the tank and on the back with about 90 degrees with 350 HP
Weapons: None
Special:
Can "overrun" small ground minions as basic movement, these enemies instantly die.
Triggers:
- Ionic Thrusters: increases movement speed for x seconds
- Kinetic Ram: makes the Goliath charge forward (like blink, but it physically moves through the path). If there is a building on the way, that will stop the movement, but is dealt 350 damage upon contact. Slow recharge.
- Seismic Charge: paralyzes minions in an area
- Subfluxus Restoration: renders the tank unmovable, but initiates all shield recharge and HP regen at a higher pace. The effect stops if everything is fully restored, or failing that, 4 seconds have passed
The idea behind this tank is just having fun. It is not an efficient building fighter, and cannot deal damage at convoys (I assume the unit sizes are medium and large or all large, so uncrushable). However, it might be good at exploration due to its massive bulk, it can definitely help clearing towers by eliminating all the pesky minions (except where they fly), or to eat up damage at convoy fights (triggering the 4th ability and continuing to teleport between the players and the convoy could be a funny way of shielding).
Marauder
Looks: small, trapezoid or triangular
HP: 400
Shields: two side shields meeting front, each 120° and with 100 HP (like Valkyre), two inner shields set up right below the outer ones, these are 180°, and also have 100 HP
Weapons: 1 "undirected" Charging Gun (see special).
Special:
If the gun shoots at the same target, the damage dealt by it is continuously increasing. The gun only switches targets if there is a higher priority target nearby. Priority from bottom to top: tower minions (size increasing), towers, convoy minions, convoy mains. When the gun changes targets, the damage resets to the initial value
Triggers:
- Repulsive Fluctuation: a 360° outwards spiraling effect, that pushes minions out of the way
- Quantitative Overdrive: the RoF is significantly increased, but the damage stays the same while in overdrive
- Inversive Cloak: The Marauder loses all its shields, and becomes cloaked for shields lost / 100 secs. (So at full shield this should be 4 secs) Cloaked time blocks the start of shield regeneration.
- EMP Shockwave: A forwards propagating wave, stunning (= no attack) everything on its way for 2-3 secs
This tank aims to be an offensive 1v1 tank with the ability of getting fast to the target. The downside of it is of course its relative inability to deal with minions (its gun is quickly aggro-ed to towers if it's near), along with its fragile state if it decides to cloak.
Hydra
Looks: An elongated body with two big guns rotating 180° at each end
HP: 800
Shields: a 360° shield of 150 HP.
Weapons: Aside from the two big guns, 4 small guns next to each of them, two on each side. See special.
Special:
At full health only the main guns are working. As the hp gets lower and lower, the lesser guns next to the main ones are activating too, for example the inner pair at 650 HP, the outer pair at 400 HP. (This tank is intending to simulate the hydra: the more heads you chop down, the more grows back.)
Triggers:
- Quantum Reconstruction: Slow but steady HP regen, which allows the player to try to keep the hp at a certain "damaged" state while under fire
- Ionic Vortex Alpha: Blink backwards and restore the shield
- Tornado Override: The tank starts to spin around madly, each active gun gaining 200% RoF, and shooting straight outwards (no tracking). Lasts about 2 or 3 seconds.
- Ionic Vortex Beta: Blink forwards and restore shield
The idea behind this tank is a high risk - high offense tank, that can get into and out of trouble easily. To be efficient it needs to be damaged - it's up to the player how much he is willing to risk for efficiency.
Daedalus
Looks: A basic hull with a turret that has 2 or 3 pairs of rocket launchers
HP: 400
Shields: two layers of 3-segment shields (like valkyre), with each segment having 100 HP. the inner segment is 60° rotated relative to the outer ones.
Weapons: 2 or 3 pairs of rocket launchers, strictly shooting at the direction where the 360° moveable turret aims.
Special:
The rockets deal an extra damage to air units, but deal reduced damage to ground units.
Triggers:
- SAM Site Mode: This trigger lasts as long as the tank is not moving. The attack range is greatly increased, however it can only target air units. Fast cooldown
- Antigravity Pulse: knocks every nearby ground units into the air, making them count as "air units".
- Antigravity Thrusters: elevates the tank into the air for a short wile, allowing it to bypass walls, or "sit on" them. (It becomes stuck if it lands on a tower or drill walls, etc.)
- Bombardment: A fast burst of all the rockets are directed to X range from the front of the tank, dealing fixed AoE to air and ground alike
This tank will only make sense if the game emphasizes the difference between ground and air, which can happen a lot of ways: buildings specifically nerfing them less, towers with roadblocks and lots of air units moving in and out, floating towers that drop bombs, etc.
Crustacean
Looks: A round tank with a fixed pair of guns in the front and 3 miniguns on each side
HP: 500
Shields: An outmost shield on the back of the tank covering 90°, with 300 HP, a middle layer of shields: a 200 HP, 180° covering the back, two 100 HP shields, both 90° on the front, and an inner layer: a 360°, 100HP shield
Weapons: A fixed pair of strong guns on the front (Like Wildfire or Valkyre), pointing gently inwards with the focus of about 5 tiles away. A line of 3 miniguns on each side rotating 360°, with low damage
Special:
Nothing much.
Triggers:
- Displacement Warp: The tank quickly blinks backwards
- Gravimetric Lock: Pulls nearby minions into the focal point of the main guns, and makes the rear guns also aiming there. If there is a building in the affected area, then instead of minions the Crustacean will be pulled so that the tower will be in focus
- Protoplasmic Shedding: Recharges the outmost back shield at the cost of losing the inner shield and the two frontal shields, however also initiates the recharging of these three.
- Baryonic Discharge: AoE Spraygun-like damage on the two side of the tank.
This tank is intended to be a "butt heavy" tank, because driving backwards with reversed direction controls is always fun. With its main offense pointing in the opposite direction, it let's the players come up with all kind of cheese tactics.