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Thread: Future race suggestion thread

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  1. Default

    if we're making actual suggestions, i have 2 from before:

    splinter cell
    (spawn w/ usp and tmp)
    20%invis. to start, player model colored black like hells demon
    skills:
    blend (gain additional invis., up to 60%)
    sink in shadows(gain even more invis when standing still, up to additional 20% to bring total possible to 80%)
    nimble(low grav, not quite as much as flame pred)
    takedown(deal increased knife damage)
    Ultimate:
    vision mode(passive, see invisible enemies at distance, 10-100 feet)


    it's meant to be a completely anti vaga class. they take advantage of vagabond's/vagalion's inhearent weaknesses: they must hear or see the enemy. also, with the ultimate the splinter cell would be able to see the vaga, and boom.


    second, is this
    Reaper(or oyster)
    (knife only race, maybe add a glock)
    float: levitate (not quite as much as flame pred)
    incorporeal: evasion (maybe a bit more than spider man)
    reap: every kill you make w/ the knife gives you +10-30 hp, overheal possible
    claim: each kill you make w/ knife has chance (30-80) o giving you a soul. souls grant you +3-8 hp at spawn
    fear: increased knife dmg (not much)
    ultimate:
    rekoning: speed boost for 2-8 sec, approx. 200% boost, damage w/ knife quadrupled during this charge. cooldown: unknown

    this one is based off of a combination of succubus hunter, flame pred, and xonvert. essentially, it's the grim reaper. the knife could possibly have extended range and a diff. skin for this race only (looks like scythe). i was thinking of giving it inc. speed, but decided that that would be too much like flame pred. likewise, i thought maybe longjump instead of levitate, but figured this fit better, and added the speed boost as the ult. yes, i know it's alot like demoman w/ eyelander+targe from tf2, so kavinski i'm going to head you off and say stay the fuck out of this topic. you don't play wcs. not sure about level requirement for this thing, but probably high considering it's pretty powerful. maybe around jack level, or a bit higher.
    oh yeah, alt. name is oyster because whenever you kill someone w/ a knife, game plays a cowbell clip (those that understand win, those that don't, fail)
    Quote Originally Posted by OMGBEARS
    I feel it is important for me to let you know how feeble your efforts to strike such feelings inside of me really are. I have the internal fortitude of a large animal, an elephant, for instance. Likewise, I'm the result of coitus between the devil and a pack mule made out of chainsaws, so I am extremely strong, and carry little care for others in this world. Trees also stand aside due to my chainsaw blood.
    Quote Originally Posted by ๖ReS View Post
    How am I supposed to tell you to fuck off without replying ?

  2. Default

    i like blades and aco's suggestions.
    specially hulk and the reaper

    1 suggestion i'd add to blade's is that the hulk power leap be activated by the +ability not be in slow motion, so basically u ricochet in the air and land... possibly limit the damage taken by the fall 5 HP?
    so it kinda limits u to a few jumps per turn so that its not over powered but at the same time be more hulk-alike instead of low grav jump?


    i will make a "race suggestion" thread, where people would post a suggestion about NON OVER POWERED/FAVORITED races! that could actually be considered a WCS.
    keep in mind it is a discussion thread, so it's just a way to share our WCS fantasies, for those who want to bitch about the race, do so, but say WHY the race fails or is OP, and keep in mind not all races, if any , would actually be taken seriously :P
    Started from bottom. Now we here. <IBIS>


    Quote Originally Posted by ZERO View Post
    Trying to hack in IBIS is like trying to kill someone in a police station, not the best idea...

  3. #3

    Default

    Immortal (based from SC2)

    5 levels
    Spawn with pump shotgun and deagle (race limited to these and nades)

    Hardened shield: Your shield protects you. 20-60% chance to reduce the damage of incoming attacks to a maximum of 70-30 damage
    Pushback: The force of your attacks cause the opponent to loose their balance. 10-40% chance of shaking your opponents screen
    Regeneration: Regenerate your shield. Regain 2 hp every 5-1 seconds
    Hand cannon: Payback time. All damage is doubled for 3-10 seconds

    In starcraft, the immortal is the tank of your army. He leads, and soaks up any meaningful damage from the enemy. He is however vulnerable to fast firing units like the marine, because the hardened shield only limits the maximum damage in one hit. This translates over to WCS in that the hardened shield will do very little to submachines etc. The immortal also deals massive damage to armoured units but does relatively poorly vs unarmoured. But its kind of hard to translate that into WCS, thus the ultimate. It could be immortality, but then I think it would be too like shadow hunter, what with the regen as well. The shotgun seems to be the most logical gun to give it, since the immortal does slow but powerful hits

    In WCS, this race is would basically be for rushing in head first, dealing damage with the shotgun, then getting out and regening. The immortal leads. In terms of items to restrict, I think the helm might be an option, because of the hardened shield ability. Other items, I dont know, Ill let you decide
    You want me to put something here that speaks about my personality, don't you?

  4. Default

    Quote Originally Posted by OMGBEARS View Post
    A cat flame pred... I'm not tooo sure.
    cannot use knife or any weapon

  5. Default

    Race name: Darth Vader
    Level: 200
    Weapon: Any
    Limited 1 per team

    Powers:

    The player have reduced speed

    Force Jump: levitation
    Force Push: pushes the enemy away (if they are shooting at you)
    Force Sence: Vader can feel if there are any enemies near (radar like behind walls )
    The Choke: +ultimate an enemy player cant use any weapon gets lifted up in the air and slowly dying. (amount of damage delt is depended on ultimate level)


  6. Default

    Race name: Dwarven RifleMan
    Level: 50
    Weapon: Scout,glock only
    Limited 1 per team

    Powers:
    Armor: Hp and starting armor is increased but speed is reduces
    Clip update: more ammo in the gun (like 5 per lvl)
    Gun Training: faster shooting with the scout
    Aim and shoot: Next shot will do 3x damage (lvl 1 1.5x,lvl2 1 6.lvl3 1.8, lvl4 2.2, lvl5 2.6 lvl6 3x)

  7. Default

    Race name: RAMBO
    Level: 300
    Weapon: Para only
    Limited 1 per team

    Powers:

    Im almost invincible: gives more hp
    Say hello to my little friend: Para have a chance to do double damage ( like 10%)
    Sneak: if player is standing still he becomes 60% invisible
    Para rage: player cannot move but para shots 5 times faster and have unlimited bullets for 10 seconds max.

  8. #8

    Default

    Ghost
    4 abilities, 5 levels each

    player/gun restrictions:
    knife only
    item restrictions:
    boots of speed
    cloak of invisibility
    sock of the feather
    (maybe)amulet of cat

    Hidden
    invisible 15/35/55/75/95% (may need to cap at 100 or 99% since for people with sound you're fodder)
    slower movement speed 1/3/5/7/10%
    this is the most important aspect of the ghost, you don't know where they are, you can't SEE a ghost (or at least it's really hard) and he could be anywhere, but he's not too deadly

    Curse
    on hit enemy slower movement speed by (10/30/55/80/100% of knife damage)
    or some other mild annoyance, shouldn't be deadly, but should present a disadvantage for whoever is cursed

    Haunt
    on death there's a certain # chance (based on level, i'm thinking 5/10/25/50/70 but maybe less) that when you die the enemy that killed you respawns at their spawn and you respawn where they killed you from with less health(10/25/40/55/70 hp)

    ULTIMATE - Overwhelming fear
    in an area (size by level) players are frozen with fear and are rendered useless and helpless like the little scared babies they are, or at least for (1/2/3/4/5) seconds
    making 3 or 4 players useless for 5 seconds in the heat of battle can turn a stalemate into a slaughter, or false hope at the end of the 5 seconds

    knife should deal less damage, this is a support class that should be hard to see/find and won't get a lot of kills but will be annoying to keep finding
    it will be a good infiltrator and scout, good at getting behind enemy lines (especially with an optional cat or shift+walking to be silent)

    good at poking someone and running away (although not too quickly it should be hard to see what just hit you, you should get a serious case of 'where am i getting hit from?' syndrome) and with the lower knife damage players will be less tempted to sit behind someone and keep knifing them, you don't knife to kill you knife to slow them down for your team and GTFO to annoy someone else

    if you're alone then planting the bomb will be easy with your invisibility and defusing the same, getting to the hosties, rescuing them maybe not as much, in the case you need to kill someone then quick in-and-out drive-by attacks should suffice for players that aren't as skilled

    players in crampt hallways will kill you more often, but you have a chance to come back afterwards and (unless you're in their spawn) put them a distance away from you so you have time to leave the area/room
    Last edited by kionay; 01-20-2014 at 10:51 AM.
    A programming genius called HEAP
    Had trouble in getting to sleep
    So he made his lambs troup
    through a huge FOR-NEXT loop
    FOR 1 TO 10000: NEXT sheep.

  9. Default

    Quote Originally Posted by kionay View Post
    Ghost
    4 abilities, 5 levels each

    player/gun restrictions:
    knife only
    item restrictions:
    boots of speed
    cloak of invisibility
    sock of the feather
    (maybe)amulet of cat

    Hidden
    invisible 15/35/55/75/95% (may need to cap at 100 or 99% since for people with sound you're fodder)
    slower movement speed 1/3/5/7/10%
    this is the most important aspect of the ghost, you don't know where they are, you can't SEE a ghost (or at least it's really hard) and he could be anywhere, but he's not too deadly

    Curse
    on hit enemy slower movement speed by (10/30/55/80/100% of knife damage)
    or some other mild annoyance, shouldn't be deadly, but should present a disadvantage for whoever is cursed

    Haunt
    on death there's a certain # chance (based on level, i'm thinking 5/10/25/50/70 but maybe less) that when you die the enemy that killed you respawns at their spawn and you respawn where they killed you from with less health(10/25/40/55/70 hp)

    ULTIMATE - Overwhelming fear
    in an area (size by level) players are frozen with fear and are rendered useless and helpless like the little scared babies they are, or at least for (1/2/3/4/5) seconds
    making 3 or 4 players useless for 5 seconds in the heat of battle can turn a stalemate into a slaughter, or false hope at the end of the 5 seconds

    knife should deal less damage, this is a support class that should be hard to see/find and won't get a lot of kills but will be annoying to keep finding
    it will be a good infiltrator and scout, good at getting behind enemy lines (especially with an optional cat or shift+walking to be silent)

    good at poking someone and running away (although not too quickly it should be hard to see what just hit you, you should get a serious case of 'where am i getting hit from?' syndrome) and with the lower knife damage players will be less tempted to sit behind someone and keep knifing them, you don't knife to kill you knife to slow them down for your team and GTFO to annoy someone else

    if you're alone then planting the bomb will be easy with your invisibility and defusing the same, getting to the hosties, rescuing them maybe not as much, in the case you need to kill someone then quick in-and-out drive-by attacks should suffice for players that aren't as skilled

    players in crampt hallways will kill you more often, but you have a chance to come back afterwards and (unless you're in their spawn) put them a distance away from you so you have time to leave the area/room
    I like dis, this sounds like a fun race lol

  10. Default

    Quote Originally Posted by kionay View Post
    Ghost
    4 abilities, 5 levels each

    player/gun restrictions:
    knife only
    item restrictions:
    boots of speed
    cloak of invisibility
    sock of the feather
    (maybe)amulet of cat

    Hidden
    invisible 15/35/55/75/95% (may need to cap at 100 or 99% since for people with sound you're fodder)
    slower movement speed 1/3/5/7/10%
    this is the most important aspect of the ghost, you don't know where they are, you can't SEE a ghost (or at least it's really hard) and he could be anywhere, but he's not too deadly

    Curse
    on hit enemy slower movement speed by (10/30/55/80/100% of knife damage)
    or some other mild annoyance, shouldn't be deadly, but should present a disadvantage for whoever is cursed

    Haunt
    on death there's a certain # chance (based on level, i'm thinking 5/10/25/50/70 but maybe less) that when you die the enemy that killed you respawns at their spawn and you respawn where they killed you from with less health(10/25/40/55/70 hp)

    ULTIMATE - Overwhelming fear
    in an area (size by level) players are frozen with fear and are rendered useless and helpless like the little scared babies they are, or at least for (1/2/3/4/5) seconds
    making 3 or 4 players useless for 5 seconds in the heat of battle can turn a stalemate into a slaughter, or false hope at the end of the 5 seconds

    knife should deal less damage, this is a support class that should be hard to see/find and won't get a lot of kills but will be annoying to keep finding
    it will be a good infiltrator and scout, good at getting behind enemy lines (especially with an optional cat or shift+walking to be silent)

    good at poking someone and running away (although not too quickly it should be hard to see what just hit you, you should get a serious case of 'where am i getting hit from?' syndrome) and with the lower knife damage players will be less tempted to sit behind someone and keep knifing them, you don't knife to kill you knife to slow them down for your team and GTFO to annoy someone else

    if you're alone then planting the bomb will be easy with your invisibility and defusing the same, getting to the hosties, rescuing them maybe not as much, in the case you need to kill someone then quick in-and-out drive-by attacks should suffice for players that aren't as skilled

    players in crampt hallways will kill you more often, but you have a chance to come back afterwards and (unless you're in their spawn) put them a distance away from you so you have time to leave the area/room
    yeah a completely invisible race that can run around.......dumbass

    Also reading what you wrote, have you even played this game before?
    I hit Brett right in the feels.

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