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Thread: Future race suggestion thread

  1. Default

    Quote Originally Posted by CYBER View Post
    Tell me what you guys think of this
    "post-jump-invis-mechanics" suggestion for feedback?


    ---------- Post added at 07:01 PM ---------- Previous post was at 06:52 PM ----------

    thinking this through, i wonder if i should increase the cooldown on the leap, or maybe reduce the amount of time u stay invis...
    maybe to like 0.5-2 seconds max ...
    then agian nebula stays invis every 5 seconds, and this race needs to both use its ultimate AND get WORLD dmg to get any partial invis, if it does... only for 3 seconds...
    it could go both ways tbh... that needs to be assessed by testing, especially the "dmg in to transparency out" ratio
    GJ on listening for feedback but i think that race is good as it is and should have its ultimate as transparency of about 50-75% for 2 seconds after the jump. I dont think there is a need to make it fully invis *if* you take enough fall damage, i think we have enough races that do that and i think it could get abused with such a short cd on the ult basically every 5 seconds invis for 2. I think by nerfing the full invis and adding the partial 50-75% invis it balances great.

    I think all the skills/guns are pretty good and only thing left now is to test it in the server besides that we really cant do much more.

  2. Default

    It needs more cowbell.
    I hit Brett right in the feels.

  3. Default

    Quote Originally Posted by What View Post
    It needs more cowbell.
    why do you always have to bring your mom along.
    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...

  4. Default

    Quote Originally Posted by CYBER View Post
    why do you always have to bring your mom along.
    Cause your mom costs too much! Awwwww terrible mom slam!
    I hit Brett right in the feels.

  5. 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.
    Quote Originally Posted by brett friggin favre View Post
    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.
    It is literally the Subtly Rogue class in World of Warcraft. : )

    But still a good concept to incorporate, there was another class mentioned that was similar to this. I think it was the Splinter Cell class.
    Last edited by † ØblivioΩ †; 08-04-2013 at 12:37 PM.

  6. Default

    Kikiyaon is a mythological term meaning soul cannibal

    Realm Transfer-You are given 1-4 smokes, they are smaller radius then original smokes but last 2x longer. While in your own smoke, you are invisible and the smoke only apears as a very low level of smoke that is below your knees, but to everyone else its a regular smoke with smaller radius. This imeans that you can see people but they only see smoke deployed. Think nebula without being mobile to run around everywere.

    Realm Transport-Allows you to move through your own realm transfer smokes as a portal. For instance while playing dust2, if you have a smoke on b bomb, and walk to A bomb throw it on a site, now you can cover both sites going in and out. How many times you can go in and back out depends on your level of Realm Transport.

    Realm Illussion- Makes a clone of yourself in any position that you are currently at. The clone dies after 5 shots, damage is irrelevant, has to be 5 hits and if passed through it slows youre opponent down 50% for 5 seconds, the clone lasts 1 minute.

    Blind Spot-1-27% chance to proc blinding spot, it blacks out 1/4th of your screen, so divide your monitor screen into 4 piecies, and black out one of those spots, its random, so it could do absolutley nothing, or it could black out the one you need to see your enemy. Effect lasts based on level max is 10 seconds, Max procs are 2 per person.

    Realm Beacon*ultimate-It does no damage, has no dot effects of anykind or any slows, all it does is puts a glowing light around the effected player, if the effected player has a lace, and extra items, the beacon removes a random item of the player without touching the lace and without putting the current glowing effect on the player.
    So for instance, if you are a vaga, and you have lace and extra HP, you will not be effected by beacon, but if it hits you, you will then lose 1 item that is anything but a lace, so in this case extra HP.
    The light is like, picture a flash light when you have it on, now imagine it being all around you like a bubble, and you are walking with it, so people could see that before you come around the corner, thats all that is.

  7. Default First race idea I'm posting here.

    I've really wanted something specifically made to counter spawn rushers and fast races for a while now, and while there's human... well, it's human. I am aware the 200hp is a bit much for the maxed out vitality, but it is restricted from additional healing and health items. In addition to that the more points into the evade and health skills, the slower the race moves, a maxed out one will only have 60% Move speed.

    Also, I can put this into eventscripts code if desired.

    Titan
    5 Abilities, 8 levels per ability

    Weapon/Team Restrictions:
    2 Per Team
    No Weapon Restrictions


    Shop Menu Restrictions:
    Cloak of Shadows
    Periapt of Health
    Ring of Regeneration
    Helm of Excellence
    Boots of Speed
    Scroll


    Abilities:

    Titan Armor: Non-Headshots have a 10%+(5%xlevel) chance to evade, evasion will show a line to the shooter similar to molecule. A side effect of this ability is -5%xlevel move speed.

    Titan Stomp: (I'm assuming it's possible to put a cooldown on +ability for this skill) every 30-(2xlevel) seconds use +ability to knock all enemies in a radius 25+(5xlevel) feet up into the air (think single hit of jack clubs) and slow by 50% for 0.4+(0.2xlevel) seconds.

    Titan Vitality: Gain 20+(10xlevel) Health at the beginning of the round. A side effect of this ability is -12.5%xlevel jump height.

    Titan Awareness:(Victim Skill) When hit by an enemy has a 10%+(2%xlevel) chance to reveal invis on attacker for 2+(0.5xlevel) seconds. Ideally this would also not allow races such as vaga to reinvis for the duration of the reveal even if they teleport, though that may be a pita to implement.

    Ultimate - Titan Shot: The next shot will do 10+(5xlevel) additional damage if it hits. This ability should be usable right away in the game, however have a ~30 second cooldown.

    Maxed Stats of this race would be:
    Armor: 50% chance to evade non-headshots, -40% move speed
    Stomp: Knock enemies within 65 Feet into the air, regardless of lace. (14 sec cooldown)
    Vitality: +200hp, -100% jump height
    Awareness: 30% chance to reveal invis when shot for 6 seconds
    Shot: next bullet does +50 dmg if it hits (30 sec cooldown)

    ^^^^^^This race is just an idea I have so feel free to call it retarded or give constructive criticism on how it could be made better.^^^^^



    AAAAAnd one more just for giggles.

    Troll
    5 abilities, 4 levels each.

    Player/gun restrictions:
    Pistol/knife only.

    Shopmenu restrictions:
    cloak of shadows
    claws of attack

    Thief: 10%+(2.5%xlevel) to Steal (10 Dice, 6 sides, add 1 side to each die per level, add 2 sides on final level) Money and 1+(1xlevel) xp(if it's possible to actually remove the xp from the enemy as well that is the intent) from enemy on hit

    Swagger Walk: +ability to move invis (moves like nebula invis but cannot attack while in this state similar to dragonfly or strider flying) for 2+(1xlevel) seconds with a 25-(2.5xlevel) cooldown. Instead of smoke ring at the beginning of ability, smoke ring appears around troll when coming out of invis.

    It's a trap!: +ability1 to drop a ward that does 0 damage but slows similar to how a shadow hunter ward does, starts with 1 ward, gets another at each level for a max of 4. Duration: 7+(2xlevel) seconds. Radius 7+(2xlevel) feet. This ability might be a little more balanced with a cooldown.

    Troll Vision: 10%+(2.5%xlevel) to drug enemy on hit for 2+(1xlevel)seconds.

    ULTIMATE - Switcheroo: Trade places with a random laceless enemy. after activation the switch will happen in 6-(1xlevel) seconds. with a 40-(2.5xlevel) second cooldown.
    Last edited by Yolo Swaggins; 09-09-2013 at 07:43 AM.

  8. #398

    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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