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  1. #11

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    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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