Charatilization Thread

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Sun 20 Sep 2009, 01:05
Whats about this skill?

Disturbance call:
-makes the zombs in the area go insane killing each other
or
-make them flee from the soilder

Using a speciel sonic-wave device the soilder is able to disable the remaining brain functions of zombies for a limited amount of time, make them go crazy (just more crazy as they are). The sonic wave forms a circle around the soilder who uses the device.

Each level increases the area and mana cost.

I dont know if its possible to create a skill like this.
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Sun 20 Sep 2009, 10:48
Whats about this skill?

Disturbance call:
-makes the zombs in the area go insane killing each other
or
-make them flee from the soilder

Using a speciel sonic-wave device the soilder is able to disable the remaining brain functions of zombies for a limited amount of time, make them go crazy (just more crazy as they are). The sonic wave forms a circle around the soilder who uses the device.

Each level increases the area and mana cost.

I dont know if its possible to create a skill like this.

making the ability whouldnt be such a problem but s3rius wants to make the game as realistic as possible

i suggested the flee before but that whould make the game to easy and zombies whouldnt flee there to stupid for that Razz
but something like a sonic wave could be poseble mabye for radio man xD i mean just a very high sound that humans cant hear and they get confused by it perhaps on activation it stuns or slows them greatly in 750 aeo and slows normal a bit till 1200
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Sun 20 Sep 2009, 22:23
yea we definitely need something rather than flare to slow down zombs Razz (not disable em, just slow Razz)
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Sun 20 Sep 2009, 22:54
like... a smoke grenade?
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Sun 20 Sep 2009, 23:05
Mishotaki wrote:like... a smoke grenade?
Yea, like a smoke or a EMP grenade.
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Mon 21 Sep 2009, 00:08
I wanted a skill which does something completly new. Not stun or slow.

Maybe the sonic-wave makes the zombs miss their targets.
50% to miss on attacks.

But when they flee because of the sonic-wave it would warm up my heart. We are always running, its time to give it them back.

Would give the game another tactical advantage.
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Mon 21 Sep 2009, 01:07
Hmm Emp is more meant for Electronic things... so all in all they aren't going to really slow a zombie down I mean If it was strong enough I guess you could say it disrupts their brain patterns but that's a little extreme
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Mon 21 Sep 2009, 05:54
yea i still dont understand why zombies get slow down by smoke or emp... hahaha.

^^
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Mon 21 Sep 2009, 06:12
PiscisKnight wrote:yea i still dont understand why zombies get slow down by smoke or emp... hahaha.

^^

Smoke I can see- while zombies really rely on their sense of smell more than anything, I believe they still use their eyes. Therefore smoke = loss of sight = slower/disoriented movement.

Though I'll take a good ole' frag grenade any day.
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Mon 21 Sep 2009, 06:13
Thought the same but... I think that zombies (at least "THIS" zombies, which can know where u are in the map without the need to have u in LOS) rely more on their "smell" rather than their eyes...

Razz
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Mon 21 Sep 2009, 19:58
I think they wont smell anything inside a smoke-grenade.


Just smoke, of course.
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Thu 01 Oct 2009, 00:37
Beware, i have a new idea... What the fuck ?!?

What about a military-priest?

In all armys over the world, in the whole military history of the humanity, there are priest who takes care about the phychological and religios thinks of the fighting men.
Ok, they normally dont fight.

Comment this. I'm not really sure that this is a good idea. Yes, he uses holy light to kill the zombs.
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Thu 01 Oct 2009, 03:35
Hmmmmmm.... u answered urself. They dont fight.

And i think we are trying to have "realistic" ideas. I say this because the only way i could see ur idea to evolve into something more like a combat unit, would be a psik-unit, like with mind-powers....

hmmm
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Thu 01 Oct 2009, 04:47
PiscisKnight wrote:
And i think we are trying to have "realistic" ideas. I say this because the only way i could see ur idea to evolve into something more like a combat unit, would be a psik-unit, like with mind-powers....

hmmm

Uh oh, we seem to being going back to Red Alert 2 with Yuri mind controlling units to turn them against allies!
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Thu 01 Oct 2009, 21:02
HAHAHAHA I THOUGHT EXACTLY THE SAME GIMLI WHEN I WROTE THAT HAHAHAH XD
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Thu 01 Oct 2009, 23:53
lol!! great minds think alike =P
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Sat 31 Oct 2009, 20:17
whats going to be demolishens 4th ability?

i think u can make a passive of it
something like reducing of mana costs or reducing of cooldowns
or you give hi mpasive ability that you add him explocive bullets that deal some splash damage in minor area if activated that deal 50% of the normal damage or something perhaps doesnt sound realistic but its 2018 almost 8 years further Wink


Edit* Also mortar could be a option when fired order dummy unit to target 1 missle to 3/4 distance somewhere high in air
when it reaches create dummy to cluster rocked with [minor] [none] stun
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Sat 05 Dec 2009, 14:48
Charatilization Thread - Page 6 ICO_U29Infantry Unit Leader
Support class, not available in normal. picking it will increase zombie spawns.

Charatilization Thread - Page 6 Rank_15 Major
Weapon type : Burst-fire rifle.
Base Stats : same as scout.

Skills :
Combat training :Each level adds +3 damage and +5hp.
  • Level 1: evasion (7% chance to evade)
  • Level 2: critical shot (5% chance to do 200% damage)
  • Level 3: combat knife (Active ability, same as in notd:am)
  • Level 4: 20% less reloading time
  • Level 5: improved critical shot (10% chance to do 250% damage and 5% chance to stun for 0.75 sec)


Flashbang : Throw a flashbang that stuns in a 200 area and make everyone walk blindly in a 400 area for 1 sec. 45 mana cost, 50 sec cooldown. Each level increases duration for 0.75 sec but increases mana cost by 5 mana and cooldown by 2 sec.
OR
White Phosphorus grenade : Throws a WP grenade, same a smoke, but also damages.
  • Level 1: -12% ms, 7 dmg/s
  • Level 2: -14% ms, 9 dmg/s
  • Level 3: -16% ms, 11 dmg/s and so on.. im lazy xd


IUL Skills : Each level improve leadership and stim pack
  • Level 1: Leadership (aura) i dont really know. maybe increased hero exp gain? or just plain old attack/move speed
  • Level 2: Stim pack, basically same as rifleman with higher mana cost and CD but you can use it on others
  • Level 3: Satelite: little flare, costs like 40 mana, 2s cast, long cooldown. also when someones use the -tl command it pings location for everyone (i mean, not only for the one that type it)
  • Level 4: Learns Energy Transfer: transfers 100 mana to a friendly hero
  • Level 5: Improved Satelite.
  • Level 6: +1 skill point for all teammates (active ability that costs all mana.)


UAV : lvl 14 or so required to learn it. Deploy a recon helicopter. It crashes when it runs out of mana. An engineer or demoman (heres his 4th skill) can reassemble the parts. Each level you put in it improve maximum mana by 5.
  • Level 1: UAV Control
  • Level 2: Ultrasound Beacon
  • Level 3: Weapon Sweep and Kamikaze
  • Level 4: +1 inventory slot & Effective Engineering


UAV Stats :
Spoiler:


Last edited by TNT_PIZZA on Sat 05 Dec 2009, 16:34; edited 5 times in total (Reason for editing : minor tweaks)
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Sun 06 Dec 2009, 07:47
Tesla trooper:
Scientists have developed a suit using the theories and research of Dr Tesla that is capable of conducting and projecting electricity. Military research scientists have now adapted it to a combat role.

Assault class
Available at a high rank (captain +)
nightmare and hell only
Stats similar to firebat (increased energy though)
Instead of ammunition the tesla trooper uses mana per shot (8 mana per shot at start)

Skills:
Static charge:
Each lvl increases base damage and range and causes the next shot to hit the target to have increased damage (5% more damage per shot)

Lightning Discharge:
Discharges lightning to multiple targets (lvl 1, 1 target) each lvl increases damage and number of targets (by 1 per lvl so lvl 5, 5 targets) and mana cost

Electric armour: each lvl increases armour by 2 and returns melee damage by 10%(so lvl 5 = +10 armour and 50% return)

Trooper upgrades
Lvl 1: Conduction: decreases mana per shot (5 mana per shot), increases attack speed
Lvl 2: Generator: increases mana regen rate
Lvl 3: energy transfer: allows the trooper to transfer mana to another soldier
Lvl 4: Improved Conduction: decreases mana per shot ( 2 mana per shot), increases attack speed
Lvl 5: Improved generator Further increases mana regen rate
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Wed 12 May 2010, 16:26
Field Commander
(support class only available in hell mode)
A soldier with the eperience necesary for a leader and with the determination of a soldier. He is the one that keeps the units in line and coordonates all their movement. It is said that if the commander fall the units will fall ass well.

rank: General

weapon tipe: pistol/burst weapons

armor tipe: hmm 6 is enought for this tipe of unit

Hp: i say a little more than the others... he will be a main aura/support unit...
Mana: he needs some mana ... just like medic or enginier

skills: regroup.... he gives all increse hp regen(need omanding aura lvl 5)
fortification ..... when u got baricade lvl 3 u can usi this skill to turn
the baricade into a psiket wall - 60 seconds cooldown (or more)
air strike .... when u got help from heaven lvl 5 u can call an air strike
from the nearest air base..... dmg 2000 ..... range 3500.
cooldown i would say 3-4 minutes:P

class skills:
comanding aura - increses the base armor of all units .. increse each lvl

regroup - all units get an increse in hp regen for 5 seconds- 90 seconds cooldown
( each lvl increse the hp regen and decrese cooldown by 10 seconds)

fortify position - ability to spawn baricades each lvl increses the baricades hp and armor ... cooldown 30 seconds

help from heaven (i cant think of other names) - calls down a unit for a short period of time -cooldown 120 seconds
-lvl 1 cals down a scout (with a weapon and armor no backack and
no other slots + u cant remove the weapon and armor)
-lvl 2 cals down a rifleman (same as scout)
-lvl 3 cals down a firebat (same as above)
-lvl 4 cals down a enginier or demolicher u need to chose withc
(same as above)
-lvl 5 cals down a assault man or sniper choice skill (same as
above

hope u like my units .... and if you got some suggestions for skills or armor and weapons please just edid the unit ... i would realy apreciate if you do that .... i am still not verry good a unit designig and skill selection so ani advice would be wonderful ... but still if you all like it ... i hope ill see it in beta 8 or 9:P


o and btw i love the tesla trooper idea:P and i thought of an special item for the tesla trooper a tesla gun .... that increses dmg and has 5% chances to reagain 50% mana when he kils a unit .... and armor that has an abiliti to give 20% mana to user... also medics enginier and demolishers could use it:P .... and an electric sphere ... something that increses dmg and ads electrical surge that slows targe and dmg over time or something ... hope my ideas are good:P
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