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Thread: Future race suggestion thread

  1. Default

    I should think the minion health bonus be the ability, and the minions be a passive from kills.
    Otherwise the race doesn't take much effect until after level two in the minimum which would be a hassle.
    Then again, that race does have some great buffs to it. Maybe the work to gain buffs is necessary.
    The moon is my goddess.

  2. #362

    Default

    You're probably going to go "wow... wolf made another race?" The answer to that - yes.

    Subtlety Rogue

    Weapon/Team Restrictions:
    • 1 Per Team
    • Knife Only



    Shop Menu Restrictions:
    • Cloak of Shadows
    • Orb of Frost
    • Ring of Regeneration



    Abilities:

    Sprint: Using the +ability command, grants player (15%, 30%, 45%, 60%) increased speed for (3, 4, 5, 6) seconds.

    Vanish: As the player stands still for 3 seconds, grants (20%, 30%, 40%, 50%) invisibility. Will start to wear off in (5, 6, 7, 8) seconds of when player moves.

    Crippling Poison: Slows target's speed by (5%, 10%, 15%, 20%) for (1, 1.5, 2, 2.5) seconds.

    Deadly Poison: Deals (2, 3, 4, 5) damage every second (for 5 seconds). Will stack up to 3 times.

    Ultimate - Shadow Step: Teleports player to target's back, increases knife damage by 100% for 2 seconds. (Range of Teleport - 15FT, 20FT, 25FT, 30FT) (CD-20 Seconds)



    Anyways.... I have NO CLUE where I got the idea for this race... I swear. I mean, I didn't just try to all of a sudden take it from something I used to play or anything... Open to criticism / Feedback.

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  3. Default

    Quote Originally Posted by Wolfenstinger View Post
    You're probably going to go "wow... wolf made another race?" The answer to that - yes.

    Subtlety Rogue

    Weapon/Team Restrictions:
    • 1 Per Team
    • Knife Only



    Shop Menu Restrictions:
    • Cloak of Shadows
    • Orb of Frost
    • Ring of Regeneration



    Abilities:

    Sprint: Using the +ability command, grants player (15%, 30%, 45%, 60%) increased speed for (3, 4, 5, 6) seconds.

    Vanish: As the player stands still for 3 seconds, grants (20%, 30%, 40%, 50%) invisibility. Will start to wear off in (5, 6, 7, 8) seconds of when player moves.

    Crippling Poison: Slows target's speed by (5%, 10%, 15%, 20%) for (1, 1.5, 2, 2.5) seconds.

    Deadly Poison: Deals (2, 3, 4, 5) damage every second (for 5 seconds). Will stack up to 3 times.

    Ultimate - Shadow Step: Teleports player to target's back, increases knife damage by 100% for 2 seconds. (Range of Teleport - 15FT, 20FT, 25FT, 30FT) (CD-20 Seconds)



    Anyways.... I have NO CLUE where I got the idea for this race... I swear. I mean, I didn't just try to all of a sudden take it from something I used to play or anything... Open to criticism / Feedback.

    So yeahhhh if we could get this going that would be great.

  4. Default

    Quote Originally Posted by Wolfenstinger View Post
    You're probably going to go "wow... wolf made another race?" The answer to that - yes.

    Subtlety Rogue

    Weapon/Team Restrictions:
    • 1 Per Team
    • Knife Only



    Shop Menu Restrictions:
    • Cloak of Shadows
    • Orb of Frost
    • Ring of Regeneration



    Abilities:

    Sprint: Using the +ability command, grants player (15%, 30%, 45%, 60%) increased speed for (3, 4, 5, 6) seconds.

    Vanish: As the player stands still for 3 seconds, grants (20%, 30%, 40%, 50%) invisibility. Will start to wear off in (5, 6, 7, 8) seconds of when player moves.

    Crippling Poison: Slows target's speed by (5%, 10%, 15%, 20%) for (1, 1.5, 2, 2.5) seconds.

    Deadly Poison: Deals (2, 3, 4, 5) damage every second (for 5 seconds). Will stack up to 3 times.

    Ultimate - Shadow Step: Teleports player to target's back, increases knife damage by 100% for 2 seconds. (Range of Teleport - 15FT, 20FT, 25FT, 30FT) (CD-20 Seconds)



    Anyways.... I have NO CLUE where I got the idea for this race... I swear. I mean, I didn't just try to all of a sudden take it from something I used to play or anything... Open to criticism / Feedback.
    sounds like something from star trek man.

    i like it. a lot. also the invisibility has a hint of old school human in it, if i recall they were more invisible with a knife out and while they weren't moving.

    Through the darkness of futures past,
    The magician longs to see
    One chants out between two worlds:
    Fire, walk with me.

  5. Default

    Walker
    ------


    Restrictions:
    items:
    Helm, scroll, boots, cloak.
    Racewise:
    - This race is 25% slower than normal speed.
    - Only 1 original walker
    (Mother Zombie)per team (i.e the infected dead ppl don't count as they are temporary)
    - (MUST HAVE THEIR OWN ZOMBIE SKIN like in zmod) Inspired by The Walking Dead tv show.



    Hunger: When a non-walker is within eyesight, you get a hunger rush that increases your speed by 10-50% for 5-10 seconds (non stackable)


    Infection : Non-walker enemies knifed by this race become infected and loses 1-10hp every 5 seconds until death. INFECTED enemies that die will revive as Walkers 5-1 second later. Walker enemies knifed by this race die instantly.
    (Leet skill of this race, like the post-apocalyptic show. The counter balance is that people you eventually kill are brought back until you kill them AGAIN walker-vs-walker)
    (this should create some interesting scenarios in teamwork where you need to inform ur teammate that his target was infected by u so that their last bullet be a HS)
    Edit thanks to wolf: if u had a restricted race, u dont lose it. and at the end of the round you will revert back to ur restricted race. You simply get treated as your walker race with whatever stats you've leveled in it so far)


    Risen Flesh: If you die by a non-headshot and by a non-walker, you will rise from the dead with +10-50% invisibility until you die. (invis Carries till next round and doesn't stack on second death obviously, pretty much earns a cloak of shadows).


    Dead-Weight: Non-headshot damage (including fall damage and wards etc) is decreased by 10-50%.


    Leap: Cooldown (20-10s)
    Press +ultimate to leap forward (like a succubus slow longjump but a distance equivalent to 50-100% of a human teleport range) (similar to the old human teleport effect)
    Last edited by CYBER; 02-28-2013 at 06:56 PM.
    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...

  6. #366

    Default

    And now to the Dead Man Walker... i mean Walker.

    Quote Originally Posted by CYBER View Post
    Walker
    ------
    Restrictions:
    items:
    Helm, scroll, boots, cloak.
    Racewise:
    - This race is 25% slower than normal speed.
    - Only 1 original walker
    (Mother Zombie)per team (i.e the infected dead ppl don't count as they are temporary)
    - (MUST HAVE THEIR OWN ZOMBIE SKIN like in zmod) Inspired by The Walking Dead tv show.
    Just so everyone here that doesn't care but is reading it anyways - I've not watched the TV show called The Walking Dead ... yet.

    Quote Originally Posted by CYBER View Post
    Hunger: When a non-walker is within eyesight, you get a hunger rush that increases your speed by 10-50% for 5-10 seconds (non stackable)
    Slow start because the -25% speed? Not to worry, this race has its very own built-in ion turbo-boosters to help you get to where you wanna go! What's that you ask? You don't wanna go right at them? LOOK ONCE AND RUN THE OTHER FUCKIN WAY THEN.


    Quote Originally Posted by CYBER View Post
    Infection : Non-walker enemies knifed by this race become infected and loses 1-10hp every 5 seconds until death. INFECTED enemies that die will revive as Walkers 5-1 second later. Walker enemies knifed by this race die instantly.
    (Leet skill of this race, like the post-apocalyptic show. The counter balance is that people you eventually kill are brought back until you kill them AGAIN walker-vs-walker)
    (this should create some interesting scenarios in teamwork where you need to inform ur teammate that his target was infected by u so that their last bullet be a HS)
    Edit thanks to wolf: if u had a restricted race, u dont lose it. and at the end of the round you will revert back to ur restricted race. You simply get treated as your walker race with whatever stats you've leveled in it so far)
    Another issue I do see with this race is when people won't cooperate once they've been converted over to the dark side... They just sit there in auto-pilot. Personally, how I see it - ZMOD and WCS decided to have sex one day and ZMOD got WCS impregnated... WCS gave birth to a wonderful little race called Walker and it thought it'd be a great idea to spread it's love to EVERYONE on the server EVERY ROUND. Not everyone liked that. And because of it, petty arguments and tussles began, eventually making WCS file a divorce on ZMOD because too many ZMOD players came to WCS just for that race. It didn't go through.


    Quote Originally Posted by CYBER View Post
    Risen Flesh: If you die by a non-headshot and by a non-walker, you will rise from the dead with +10-50% invisibility until you die. (invis Carries till next round and doesn't stack on second death obviously, pretty much earns a cloak of shadows).
    Aim. This race doesn't have extra health. Aim.


    Quote Originally Posted by CYBER View Post
    Dead-Weight: Non-headshot damage (including fall damage and wards etc) is decreased by 10-50%.
    High-Grade Kevlar. Again... Aim.


    Quote Originally Posted by CYBER View Post
    Leap: Cooldown (20-10s)
    Press +ultimate to leap forward (like a succubus slow longjump but a distance equivalent to 50-100% of a human teleport range) (similar to the old human teleport effect)
    All I can say about the ultimate ... is... here comes old Beast Bhopping from across the map at 1000-2000 velocity. I'd demonstrate but I don't have the proper tools for it anymore...







    Overall - This race beats the first zombie race that was actually posted here awhile back due to a more reasonable skill set... Let's face it - would you want to fight against something that has 4800hp? We don't even deal that much normally. (Link to Zombie Race Suggestion here!)

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  7. Default

    Apex Predator

    Keen Vision- The Apex Predator sees all, revealing any invisible units that come within its range like the bald eagle.

    Ferocious Bite- Like the saltwater crocodile the largest living reptile, the bite of an Apex Predator is lethal, adding you 1-5 damage for every 10 percent of HP missing, the more hurt you are, like a cornered animal the more dangerous you become

    Thick Skin- Like the electric eel having a great defense is key, giving you protection from critical magical damage.

    Orcinus Orca-Like the killer whales in Antarctic peninsula who are known to kill other whales and even great white sharks, moving together is key, giving you a chance to heal X amount of HP per teammate within X amount of feet per level. This ability is passive and will affect your nearby teammates as well. This skill is forced, you have to level it by lvl3 or sooner. Remember the more health you heal the less damage you do

    ----Ultimate---Apex Mode- By being the ultimate predator with no other threats around you, using your ult key for 15,20,25 seconds keen vision does 2x,3x,4x its range, ferocious bite does 2x,3x,4x its effects, thick skin adds 10% 20% 30% physical damage reduction, and Orcinus Orca heals you 2x, 3x, 4x hp per teammate around you. There is a 40 second cooldown

    Weapon Restrictions
    None

    Item Restrictions
    *Ring of Regeneration
    *Claws of Attack
    *Periapt of Health
    *Helm

  8. Default

    This is subject to nerf/buff/change based on feedback


    <Gravitron>
    (No weapon restriction)





    Gravity Pull:
    (1 to 5)/max_clip_size % chance to throw the target in air and pull towards you. The more damage you deal, the stronger the pull.
    (think of "forcing" the enemy to do a startled longjump towards you, ideally used while you're mid-air/above them for optimal effect).
    (Basically this is to allow the usage of any gun. so deagle and scout would have 5/7 and 5/10 (= roughly 50%) max chance to proc the effect, however a tmp would have 5/30 ( = roughly 16% only to proc a shot) and p90 is 5/50 (10% chance to proc), this will basically avoid spray-spamming the effect of Gravity pull if someone really wants to play spraying guns. but at the same time, it will keep the integrity of what i originally wanted with the race, and it's to fuck with ppl with a scout and deagle from distance, or shotty etc...
    This should be a compromise between hyper's request to unlock all guns, and wolf's concerns of spamming tmp with 30% proc chance etc)



    Gravity Field:
    Activate using +ability. 1-3 pulsing Wards (yellow for T, Green for CT. Enemies that go through this ward are subjected to 10 times regular gravity (8000 gravity) and are slowed down by 5-25%.
    (so it could be totally harmless if an enemy walks through it, but basically forces them to not jump/fly in it or they might suffer fall dmg. Also FINALLY a race counter for flying races and jacks. Interesting to see combined with Magnetic Pull).
    (Ward size is the size of a stryder ward that is somewhat 50% transparent, allowing it to be used as a trap if not paying attention)




    Gravity Boots:
    You take 50%-100% LESSS damage from world (like negating fall dmg).



    Gravity Shield:
    You lose 30-15 armor in order to negate a RACE skill that proc'd on you (this applies to blades, lens-of-truth, scout-dmg, bash, maser, club, banish, burn, blind, etc RACE skills, not ultimate nor regular dmg nor item procs)






    Gravity Thrust: ultimate. (cooldown 15-5 seconds)
    Activate using +ultimate, jump and fast-leap into the air where your crosshair is. You are 20-60% transparent during the jump only.

    (much like the old human teleport, but you jump that distance instead of teleporting it, and can be shot during it.)
    (think of a Hulk-jump lol) (more points in it increase the range, speed and transparency of jump)
    Last edited by CYBER; 07-18-2013 at 01:43 AM.
    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...

  9. Default

    Quote Originally Posted by CYBER View Post
    This is subject to nerf/buff/change based on feedback


    <Gravitron>
    (scout/compact only)




    Magnetic Pull:
    10-30% chance to throw the target in air and pull towards you. The more damage you deal, the stronger the pull.
    (think of "forcing" the enemy to do a startled longjump towards you, ideally used while you're mid-air/above them for optimal effect).



    Magnetic Field:
    Activate using +ability. 1-3 pulsing Wards (yellow for T, Green for CT. Enemies that go through this ward are subjected to 10 times regular gravity (8000).
    (so it could be totally harmless if an enemy walks through it, but basically forces them to not jump/fly in it or they might suffer fall dmg. Also FINALLY a race counter for flying races and jacks. Interesting to see combined with Magnetic Pull).




    Magnetic Boots:
    You take 50%-100% LESSS damage from world (like negating fall dmg).



    Magnetic Shield:
    You lose 50-25 armor in order to negate a RACE skill that proc'd on you (this applies to blades, lens-of-truth, scout-dmg, bash, maser, club, banish, burn, blind, etc RACE skills, not ultimate nor regular dmg nor item procs)






    Magnetic Thrust: ultimate. (cooldown 15-5 seconds)
    Activate using +ultimate, jump and fast-leap into the air where your crosshair is (much like a human teleport, but you jump that distance instead of teleporting it, and can be shot during it.
    (think of a Hulk-jump lol) (more points in it increase the range and speed of jump)
    To me this race should not be weapon restricted until its at-least seen how it would work in a multiple people scenario. With a scout restriction this race is hella weak because not only do you have no extra damage procs, you have no speed or evasion per say, you can only negate certain skills by reducing your armor, im guessing effect stops if you have 0 which makes you purchase armor and it can basically kill it all in 2 or 3 procs which can happen in 1 fight.

    The magnetic field is a fun skill rather then a great one because all it takes for you is some time to find out how it works, yes it can kill you if you jump or counter you if your a vaga(like a lace and million other races, oh and our good ole flashlight), but after you got the gist of it, just walk it out? yes like the song.

    This leaves us with Magnetic pull, you get to pull a target towards you, which is nice, but there is nothing to prevent this target from escaping or shooting back which in css spraying sounds like a good deal to me. combined with a magnetic field and magnetic pull you can do some damage, that's of course if you can ever hit your scout shot and hope that you get a proc?

    The ult is your only good defense to keep you alive and lets face it, that's just a simple teleport pretty much that could be countered by many things.

    Overall a good fun race in theory, but would be wayyyyy under-powered because of its weapon restriction, and lack of extra speed, and multiple other variables that come into play when you have a full blown server with races like shadow hunter, molecule and million other factors.

    My suggestion would be to have no weapon restriction which would let you proc more and do more physical damage because you have no crits, and hope that your wards are placed perfectly and that you mastered it against vaga's and other flying races, which countering them is actually good and id say its about damn time because they run the server pretty much.

  10. #370

    Default

    And here I am with another ANALysis of another one of Cyber's stupid ass races... I MEAN AMAZINGLY HILARIOUS STUFF I mean geee.... ILY?

    Gravitron - The GodDamn Race Suggested Jedi of the race suggestion thread (Scout / Compact only)

    Quote Originally Posted by CYBER View Post
    Magnetic Pull:
    10-30% chance to throw the target in air and pull towards you. The more damage you deal, the stronger the pull.
    (think of "forcing" the enemy to do a startled longjump towards you, ideally used while you're mid-air/above them for optimal effect).
    We start off with Ability #1 - Magnetic Pull. Not going to lie - this is the main reason why I thought it was a damn Jedi - or some force user equivalent. Magnetic Pull... Force Pull.... What's next, a Force Choke? Overall - This is a great ability in my opinion. The pull can essentially fuck the target over or even the player for that matter. How bad could it fuck somebody over you ask? WELL GREAT QUESTION - de_dolls! Gravitron is in CT spawn, shoots one person on book shelf and this ability procs. I hope that person packed a parachute.... wait this isn't zmod...

    The negatives on this - when they use the compact. If you get a repeated succession because you just have BS luck, what do you do? I mean, really.... what DO YOU DO? The target could end up inside the player, thus making it a stupid mess. My suggestion on this - if you put an internal CD or state there will be an internal CD (that should be working) equivalent to how fast it takes for a player to shoot a scout (like half a second to a second), then I would be fine. You can chance the proc % all you want, but you still have that chance for repeated succession.


    Quote Originally Posted by CYBER View Post
    Magnetic Field:
    Activate using +ability. 1-3 pulsing Wards (yellow for T, Green for CT. Enemies that go through this ward are subjected to 10 times regular gravity (8000).
    (so it could be totally harmless if an enemy walks through it, but basically forces them to not jump/fly in it or they might suffer fall dmg. Also FINALLY a race counter for flying races and jacks. Interesting to see combined with Magnetic Pull).
    Ability 2 is a ward. Now granted - these wards do not do any damage, at 8000 gravity units, umm.... that's just ouch... For a vaga at least. A Careless one at that. Jack and Spider-man can't bhop out, thus countering anyone else that tries to bhop that period. Now here's the funny part - flying races? They won't be affected by this (in theory) due to them just floating there. For example, look at Shadow of the Void's Ulti, the black hole. When that procs and a flying race is being flung around and smacking their face on the ground, they take 0 fall damage. Why? Technically, they are already falling. But they aren't.

    Combine this with Magnetic Pull, and it can be a quick death trap for anyone that falls over it, giving them no time to even react.




    Quote Originally Posted by CYBER View Post
    Magnetic Boots:
    You take 50%-100% LESSS damage from world (like negating fall dmg).
    Magnetic Boots - if I could reverse it and just start walking on the ceiling, then I would love this ability. But it doesn't, so I don't care much for it in the world. But that benefit of 50% for 1 point would actually be worth doing, as it would essentially just reduce majority of your fall damage. Also - this could be abused : de_port

    If you don't get it yet, de_port has a huge ass body of water of death. Why? Because apparently we don't know how to swim. But at max level for magnetic boots, 0 damage. So overall the player could sit there with gloves or a HE nade and hit the objective once to hopefully pull the defuser away from the bomb and win the game. There are other places more than likely, but this is just one of the few that I can think of, and laugh at.



    Quote Originally Posted by CYBER View Post
    Magnetic Shield:
    You lose 50-25 armor in order to negate a RACE skill that proc'd on you (this applies to blades, lens-of-truth, scout-dmg, bash, maser, club, banish, burn, blind, etc RACE skills, not ultimate nor regular dmg nor item procs)
    Essentially this just negates BS for 4 hits at max level, 2 at 1 level. Basically, to abuse this? Sit in spawn, continuously buy kevlar while fighting (if the objective is close to spawn). Why do I say this? Because that's how it would be abused, and somebody will figure it out eventually. Combine this with a rejuv ring, and you could essentially become invincible (figuring you have the money to fund it).

    Also -if you can't figure out by the 4th hit where they are shooting from or even hitting you at, you're stupid. I'll just say this now. And if I were to ever see it, I'd laugh at you. Feel free to laugh at me if I do the same thing.


    Quote Originally Posted by CYBER View Post
    Magnetic Thrust: ultimate. (cooldown 15-5 seconds)
    Activate using +ultimate, jump and fast-leap into the air where your crosshair is (much like a human teleport, but you jump that distance instead of teleporting it, and can be shot during it.
    (think of a Hulk-jump lol) (more points in it increase the range and speed of jump)
    All I can say is - old human Tele. The launch version. Oooooo the abuse this could get

    Overall, there would be things that need to still be looked at but this is my general thoughts on it all. But one thing Cyber.... and really Cyber - this is starting to become questionable...

    Magnets, again?
    Last edited by Wolfenstinger; 07-05-2013 at 09:54 PM. Reason: replaced server with race suggestion thread - because its what I meant to do... and I derpd.

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