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Duey
04-17-2010, 09:47 AM
Steamtank

4050

(Click Me!)
The Lore portion (unimportant to mechanics, skip to next paragraph for summary of hero):
As the battle for Newerth raged both sides were looking for a champion that would give them the edge they needed. During this search, the legion came across a very unlikely hero. A brilliant engineer had unearthed some old technology during some explosive testing and, luckily, did not damage it badly. He began to reverse engineer it until he was able to understand and reconstruct it to its original glory: a steamtank. Many stepped forward prepared to pilot this discovery into battle, ready to die in its iron belly for the greater good, but the engineer refused. He claimed noone but himself would be able to be the operator since the tanks controls were very complex and required a great understanding of the tank's inner workings to use. Now he is the newest hero to join with the legion's ranks. Only time will tell if this engineer and his war machine will live up to the title of "Champion".

Inspired by the Siege Tank from Starcraft and dota's sidereal engine suggestion, seemed like it could make an interesting hero. Unlike other heroes which involve careful move-hitting to achieve maximum damage during a chase, the Steamtank has the ability to turn into a static artillery unit. This gives it a drastic increase in range, but also reduces attack speed and armor, making it vulnerable to attacks/ganks and reducing reliablity. It also can be very successful in pushing a lane by transforming away from where the creeps are fighting and then laying down last-hits from safety, however last-hitting will be difficult due to the reduced attack speed.

Suggested Stats & Items:

Strength: 19 (+1.9)
Agility: 23 (+2.3)
Intelligence: 14 (+1.4)

Movement Speed: 300
Armor: 3.3 (16.5% reduction)
Magic Armor: 5.5 (24.8% reduction)

Range: 600

Attack Cooldown: 1.382
Attacks per Second: 0.742
[attack animation should be similar, if not identical, to Engineer's. Only real difference would be the sound it makes, tanks are louder than guns.]

Recommended items:
:Steamboots: - Good for Atk Speed and Health (should be STR)
:AlchemistBones: - Good Atk Speed for Artillery Mode
:AssassinShroud: - Good damage and allows easy escapes after transforming out of Artillery Mode
:SavageMace: - Best item when wanting maximum damage, since it eliminates the miss chance when firing uphill from far off. Should be coupled with attack speed for best results.
:ElderParasite: - Due to the distance from the fight, allows maximum abuse of this item's potential
:Portalkey: - Good for avoiding ganks and 'chasing' while still in Artillery Mode

_________________________________

Salvo (Q)
http://www.guildwars.com/images/professions/skillicons/ranger/ignitearrows.jpg

The Steamtank can fire shots in quick succession at a great range.
Skill Mechanics: After a slight delay deals AoE damage at target area and reduces the magic armor of those in the AoE.

http://i41.tinypic.com/t7lkq9.pngSkill uses charges, see below.
http://i41.tinypic.com/t7lkq9.pngGains benefits from Ultimate.
http://i41.tinypic.com/t7lkq9.pngMaximum of 2 debuff charges on enemies.
http://i41.tinypic.com/t7lkq9.pngProjectile travels at 4000 speed.
http://i41.tinypic.com/t7lkq9.pngEach hit adds a debuff charge that stacks, reduces magic armor based on the number of charges, debuff charges last 1.5 seconds.

(1) Deals 55 Magic Damage within the AOE, each debuff charge reduces magic armor by 0.
(2) Deals 70 Magic Damage within the AOE, each debuff charge reduces magic armor by 1.
(3) Deals 85 Magic Damage within the AOE, each debuff charge reduces magic armor by 2.
(4) Deals 105 Magic Damage within the AOE, each debuff charge reduces magic armor by 3.

Targeting: Ground, AOE
AOE Radius: 275
Cast Range: 800/850/900/950
Mana Cost: 35
Cooldown: 0.1 Seconds (to prevent being queue'd up and let loose all at once).
Charges: Each use of this ability consumes 1 charge. Maximum of 3 Charges. Charges do not regenerate until the skill is out of Charges. After 10 seconds at 0 charges, the ability is given maximum charges.

Additional Info

Notes: The Bread and Butter of the Steamtank, designed for bursts of spamming. The lacking of passive charge regeneration and short debuff time encourages this spell to be used all in one go for maximum damage, but allows it to be flexible and used to finish off escaping opponents with repeated carefully placed shots. Also has powerful presence in team fights for the short reduction in magic armor.

Example: at level 4 with this skill the first would hit for (105x0.76[24% is approx base magic armor])= 79.8 damage and apply 1 debuff charge, the second, if within the debuff window, would deal (105x0.87[13% resist after debuff])= 91.35 and apply 1 debuff charge, making the total debuff charges 2.


_________________________________

Cluster Mines (W)
http://static.wowhead.com/images/wow/icons/large/inv_misc_bomb_02.jpg

The Steamtank drops a group of land mines that will arm themselves after a short delay.
Skill Mechanics: Creates cluster mines in random locations within target AOE that explode when an enemy nears or when they are destroyed by an enemy.

http://i41.tinypic.com/t7lkq9.pngGains benefits from Ultimate.
http://i41.tinypic.com/t7lkq9.pngMines last 100 seconds or until detonated. If this spell is cast while mines are still on the map, the mines are removed without detonating.
http://i41.tinypic.com/t7lkq9.pngMines take 2 seconds to arm after being created. An armed mine is stealthed and will detonate when an enemy gets near or when an enemy attacks it. An unarmed mine will not detonate on nearby enemies but will detonate when attacked.
http://i41.tinypic.com/t7lkq9.pngMines have as much vision as a :WardOfRevelation:.
http://i41.tinypic.com/t7lkq9.pngThe Steamtank can attack his own mines for premature detonation.
http://i41.tinypic.com/t7lkq9.pngMines have a weighted % chance to be created close to the middle of the AOE vs the extremes (More likely to be closer to the center vs the edge).
http://i41.tinypic.com/t7lkq9.pngMines deal 25% damage to towers on detonation, but cannot be detonated by tower's proximity. Since mines are gadgets they are also ignored by towers attacks, so despite being revealed by the tower the tower will not attack them.
http://i41.tinypic.com/t7lkq9.pngMines detonate after 0.5 seconds of when an enemy units comes within a 200 radius of it. Will not detonate on units that are leaping or charging (:valk: leap, :madm: barrel roll, :magm: lava surge, etc.). On detonation a mine deals 75 damage in a 250 radius and stuns enemies within a 250 radius for 0.25/0.5/0.75/1 seconds.


(1) Creates 1 mine in the center of the targeted AOE and 3 mines in a random location within a 350 radius.
(2) Creates 1 mine in the center of the targeted AOE and 5 mines in a random location within a 400 radius.
(3) Creates 1 mine in the center of the targeted AOE and 7 mines in a random location within a 450 radius.
(4) Creates 1 mine in the center of the targeted AOE and 9 mines in a random location within a 500 radius.


Targeting: Ground, AOE
Cast Range: 800
Mana Cost: 150
Cooldown: 40 seconds

Additional Info

Notes: A spell that has utility as a pushing ability, defensive ability, and an offensive ability. Can be used as a pushing ability by dropping mines on creep waves for easy pushing or by dropping on top of towers for a big nuke (150 damage if all mines are detonated near the tower). Defensively can be used to keep enemies from using certain paths to get to the Steamtank in Artillery Mode or just blocking off certain areas in general. Offensively can be used to block paths of escape or can attack mines to detonate them on certain nearby enemies prematurely.


_________________________________

Support Fire (Passive & Active E)
http://static.wowhead.com/images/wow/icons/large/spell_fire_selfdestruct.jpg
The incoming fire from the Steamtank inspires allied heroes and units to achieve heroic feats while increasing the Steamtank's aptitude at long range combat.
Skill Mechanics: Applies the 'Support Fire' debuff on attack, when a unit is killed while under the effects of 'Support Fire' allied units of the inflictor within 500 units gain attack and movement speed for a short period of time. When a tower is killed while under the effects of 'Support Fire' allied units of the inflictor within 1000 units gain attack and movement speed. Passively grants the Steamtank increased attack range.

http://i41.tinypic.com/t7lkq9.pngWorks off the same mechanics as Magmus's Volcanic Touch, but instead of dealing damage it buffs allies near the target that died. Whenever a unit is killed while debuffed by Support Fire, their death "inspires" your nearby allied units giving them attack and movement speed.
http://i41.tinypic.com/t7lkq9.pngCan be activated at no mana cost to grant the same attack and movement speed as though a unit was killed, but causes the spell to go on cooldown making the passive attack modifier go dormant until it is ready again. Grants attack and movement speed to allied units within 900 units of the Steamtank for 3 seconds. The amount granted is dependant on the level of the ability (see below).
http://i41.tinypic.com/t7lkq9.pngThis ability contains an Attack Modifier. Attack modifiers are exclusive and do not stack with other attack modifiers.

Applies Support Fire Debuff on attack, Support Fire lasts 0.25 seconds.
When Debuffed unit is killed:

(1) grants 10% attack speed and 2.5% movement speed to allied units of the inflicter for 3 seconds. +45 Range to the Steamtank.
(2) grants 15% attack speed and 5% movement speed to allied units of the inflicter for 3 seconds. +65 Range to the Steamtank.
(3) grants 20% attack speed and 7.5% movement speed to allied units of the inflicter for 3 seconds. +85 Range to the Steamtank.
(4) grants 25% attack speed and 10% movement speed to allied units of the inflicter for 3 seconds. +105 Range to the Steamtank.

Targeting: 500 units around killed enemy units
Cast Range: -
Mana Cost: -
Cooldown: 35 seconds


Additional Info

Notes: A powerful pushing ability (since your creeps benefit from your last-hits) and good for support during teamfights and potentially during ganks. Like dwarven sniper, the range increase will allow the Steamtank to out-range towers, but only at level 4, not 3 (As long as the Steamtank has 600 base range). Also has the functionality of pushing out an instant buff to surrounding units need be, but goes on substantial cooldown afterward, deactivating the attack modifier until the ability is off cooldown. For those who may have concerns with its pushing power when trying to freeze a lane, the long cooldown time can "cut off" the spell indefinitely need be, only casting the inspire for 3 seconds every 35 seconds. This will allow them to still reap the benefits of the passive range bonus without worries of farming potential.


_________________________________

Transform (R)
Ultimate
This spell toggles you between Combat Mode and Artillery Mode

(see attachments for transformed artwork).

Combat Mode / Artillery Mode
http://static.wowhead.com/images/wow/icons/large/inv_misc_enggizmos_30.jpg / http://static.wowhead.com/images/wow/icons/large/inv_musket_04.jpg

The Steamtank transforms into a static artillery unit sacrificing movement and defenses for range and splash. / The Steamtank transforms into a mobile war machine, sacrificing range for movement and defense.
Skill Mechanics: Transforms between the 2 modes. Because the appendages on the tank are under heavy steam pressure, Artillery Mode can be cast faster than Combat Mode.

Not as complicated as it looks, short version: a range boost with heavy restrictions to prevent abuse.

http://i41.tinypic.com/t7lkq9.pngBy default the tank is in Combat Mode, there are no changes unless the tank is in Artillery Mode.
http://i41.tinypic.com/t7lkq9.pngTakes 1 second to transform into Artillery Mode, 3 seconds to transform into Combat Mode. This is not a channeled spell, it just has a high cast time when transforming into Combat Mode. Alternatively it could be that Combat Mode is a 1 sec cast time but has a 2 second delay before triggering, either way as long as Combat Mode cast time > Artillery Mode cast time.
http://i41.tinypic.com/t7lkq9.pngThis doesn't count as casting a spell, so silences wouldn't disable transformation, it doesn't add charges to Mana Battery/Power Supply, and health won't be gained if under the effects of Nome's Wisdom.
http://i41.tinypic.com/t7lkq9.pngIf stunned/disabled while transforming, you are instantly put in the mode you were transforming into (Does not include immobilized, perplexed, or slowed, only debuffs that cause total loss of control of the character, such as stuns, fears, or hold abilities such as :succ::pand::poll:).
http://i41.tinypic.com/t7lkq9.pngArtillery Mode cannot be purged or otherwise removed except by transformation or death.

Artillery Mode Effects:
http://i41.tinypic.com/t7lkq9.png-100% movement speed.
http://i41.tinypic.com/t7lkq9.png-100% armor gained from agility.
http://i41.tinypic.com/t7lkq9.png-50% attack speed gained from agility.
http://i41.tinypic.com/t7lkq9.pngCannot cast Transform - Artillery Mode in the following areas. If moved/teleported into or onto any of the below you will be disarmed and automatically transform back into Combat Mode.
> Near trees (like Kraken Ult).
> in a tarpit or fountain or within 500 units around an allies tarpit or fountain.
> on impassable terrain (such as cliffs and mountains, like rune wardspots).
> within 900 units of an allied tower or barracks.
http://i41.tinypic.com/t7lkq9.pngCannot Damage neutral creeps or Bosses (Kongar / Watchtower Boss) while in Artillery Mode (Recent patches cause you to miss 100% when attacking Kongar out of his lair, but this is mostly to prevent easy farm by sitting in the middle of the jungle and sniping creep camps).
http://i41.tinypic.com/t7lkq9.pngWhenever you deal damage you will be revealed for 0.25 seconds (Artillery is loud).
http://i41.tinypic.com/t7lkq9.pngArtillery Mode cannot propagate to illusions.

Experience Compensation:
http://i41.tinypic.com/t7lkq9.pngBorrows the exp mechanic of Fayde's Old Reflection to make up for exp loss at large ranges. Your attacks in artillery mode create an invisible invulnerable exp gadget directly under the target.
http://i41.tinypic.com/t7lkq9.pngOnly 1 exp gadget can be active at a time, when a new one is created the current one is destroyed.
http://i41.tinypic.com/t7lkq9.pngExp gadgets last 7 seconds or until a new one is made.
http://i41.tinypic.com/t7lkq9.pngAny Exp that the gadget would get that the Steamtank wouldn't is transferred to the Steamtank.



(1) +1595 Range. Your attacks apply 40% splash damage in a 125 radius.

Salvo Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to Global (9999999) while in Artillery Mode.
Cluster Mines Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to 1600 while in Artillery Mode.


(2) +1945 Range. Your attacks apply 60% splash damage in a 125 radius.

Salvo Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to Global (9999999) while in Artillery Mode.
http://i41.tinypic.com/t7lkq9.pngTargets hit by Salvo are ministunned for 0.1 seconds while in Artillery Mode.
Cluster Mines Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to 1600 while in Artillery Mode.



(3) +2295 Range. Your attacks apply 80% splash damage in a 125 radius.

Salvo Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to Global (9999999) while in Artillery Mode.
http://i41.tinypic.com/t7lkq9.pngTargets hit by Salvo are ministunned for 0.2 seconds while in Artillery Mode.
http://i41.tinypic.com/t7lkq9.pngIncreases Max charges from 3 to 4.
Cluster Mines Effects
http://i41.tinypic.com/t7lkq9.pngIncreases Cast Range to 1600 while in Artillery Mode.



Targeting: -
Cast Range: -
Mana Cost: -
Cooldown: 1 second when casting Artillery Mode, 3 seconds when casting Combat Mode


Additional Info

Notes: This skill defines the hero, because of the debuffs, raw attack speed and armor are more advantageous than agility when in Artillery Mode. Experienced Steamtank players may want to get :Portalkey: to give the tank some mobility while in Artillery Mode, making extended chases possible or provide for an escape mechanism in Artillery Mode.
_________________________________

Cainest
04-17-2010, 12:37 PM
The idea is not bad, but there is something that may not be cool:

-A tank is something mechanic, I don't see it like an agility hero.
-The first skill could be overpowered if aimed well.
-The excessive range could be really an uncounterable ability, since if you transform and put yourself on a mountain you can hit heroes at the runes, for example.

Anyway with some balancement this could be nice.

Check my Agility Hero for the contest if you have time (my signature).

NuneShelping
04-17-2010, 01:19 PM
1. Reminds me of Rocket (Chipper) and Tormented Soul (Pharaoh), in fact it almost takes away from those two skill's uniqueness. I'm not sure I like it. Fact that it hits towers makes it really imbalancable too. I'd rework this ability completely.

2. Simple and effective, the ability to out-range towers makes him a good pusher.

3. Nice synergy with #2, again simple yet effective.

4. Very interesting. Only problem is that he will have a hard time getting EXP, which could be bad. Might want to make some... accomodations!

Overall, not too shabby. Don't like the first skill very much, but the rest are pretty solid. Good pusher. If you have time, I'd greatly appreciate any feedback on either heroes in my signature. :)

Khrrck
04-17-2010, 02:27 PM
I think the biggest issue here is that, really, tanks aren't very agile. You may need a new concept. :P

Regarding Skill 1:

Infinite range on anything is kind of dangerous, especially if it can hit buildings. Having infinite range AND the ability to damage towers with Salvo would mean you could sit in the well and slowly bombard every enemy tower to death. I would cut the range, the tower-damaging and base damage, or both. There should probably be some kind of indication of the shot's source as well, so you can track down the source of the bombardment.

The ult seems a little weak. I think perhaps you should get bonus damage while in siege mode - either based on your AGI, or a straight-up percentage of your base damage.

Duey
04-17-2010, 02:51 PM
The idea is not bad, but there is something that may not be cool:

-A tank is something mechanic, I don't see it like an agility hero.
-The first skill could be overpowered if aimed well.
-The excessive range could be really an uncounterable ability, since if you transform and put yourself on a mountain you can hit heroes at the runes, for example.

Anyway with some balancement this could be nice.

Check my Agility Hero for the contest if you have time (my signature).

To respond to your points respectively:
-I agree, the tank was originally designed for the STR hero contest to be a ranged STR hero (ZOMG WHAT :eek:). However I missed the deadline but didn't want my work to go to waste, so i took the concept and tweaked it for the AGI contest, since it seemed pretty fitting.
-once again I agree, I'm going to be some editing
-I thought about this, but notice the skill will not allow you to transform into artillery mode on mountains (impassable terrain) ;). I wanted to give the hero the ability to stay out of the fray, but not to be safe from an angry scout/magebane/madman/whatever hero wants to stop him from pelting their team's base and units from the woods.


1. Reminds me of Rocket (Chipper) and Tormented Soul (Pharaoh), in fact it almost takes away from those two skill's uniqueness. I'm not sure I like it. Fact that it hits towers makes it really imbalancable too. I'd rework this ability completely.

2. Simple and effective, the ability to out-range towers makes him a good pusher.

3. Nice synergy with #2, again simple yet effective.

4. Very interesting. Only problem is that he will have a hard time getting EXP, which could be bad. Might want to make some... accomodations!

Overall, not too shabby. Don't like the first skill very much, but the rest are pretty solid. Good pusher. If you have time, I'd greatly appreciate any feedback on either heroes in my signature. :)

100% agreed with you, woke up this morning and thought, yakno, that first spell needs some work.
Also good thinking on point 4, ill tweak it accordingly.


I think the biggest issue here is that, really, tanks aren't very agile. You may need a new concept. :P

Regarding Skill 1:

Infinite range on anything is kind of dangerous, especially if it can hit buildings. Having infinite range AND the ability to damage towers with Salvo would mean you could sit in the well and slowly bombard every enemy tower to death. I would cut the range, the tower-damaging and base damage, or both. There should probably be some kind of indication of the shot's source as well, so you can track down the source of the bombardment.

The ult seems a little weak. I think perhaps you should get bonus damage while in siege mode - either based on your AGI, or a straight-up percentage of your base damage.

Like I told ITALIANDUDE, the hero was originally designed to be STR, but i felt like he could be 'pushed' into the AGI contest nicely (pun intended).

I'll be reworking the first skill entirely

I looked at the Ult and realized I forgot to add some things I had down on paper, thanks for reminding me :D

Passthechips
04-17-2010, 03:28 PM
If you want to change the theme at all, it could be this picture I was going to use for a similar hero.


http://www.guildwars2.com/global/includes/images/concept-art/guildwars2-16.jpg

Duey
04-17-2010, 03:45 PM
If you want to change the theme at all, it could be this picture I was going to use for a similar hero.


Granted thats a damn cool picture, but I'll wait it out and see if everyone just HATES the theme then i might change it to fit the artwork, thanks. Just saying though if a "tank" isn't a good representation of AGI heroes I'm not sure if this beast would be, but once again thanks for the artwork so i have something to go off of in the situation i pull a last minute theme swap.

Khrrck
04-17-2010, 03:55 PM
I think you need a couple things and then you'll be good as far as artillery mode and Salvo are concerned:

1. Cannot attack neutrals or Kongor while in Artillery mode
2. Slow down the transformation quite a lot - it doesn't do the enemy much good to spot you if you can pack up and run away in 1.5 seconds.

3. One or more of the below:

Cannot go into Artillery mode while in range of a friendly tower
The massive blast and noise from firing Artillery Salvos reveals your position to all enemy heroes on the map for 0.25 seconds.
(Instead of 9999999 range) Artillery mode increases Salvo cast range to 1/2 the map (I'm not sure exactly how long this is, you'll have to look. Basically means you have to leave base in order to bombard enemy towers)

Basically you need to ensure that you can't farm with impunity while in artillery mode, going into artillery mode actually does make you vulnerable, and you can't use Salvo from spots where the enemy can't really get at you or kill you.

Duey
04-17-2010, 04:07 PM
I think you need a couple things and then you'll be good as far as artillery mode and Salvo are concerned:

1. Cannot attack neutrals or Kongor while in Artillery mode
2. Slow down the transformation quite a lot - it doesn't do the enemy much good to spot you if you can pack up and run away in 1.5 seconds.

3. One or more of the below:

Cannot go into Artillery mode while in range of a friendly tower
The massive blast and noise from firing Artillery Salvos reveals your position to all enemy heroes on the map for 0.25 seconds.
(Instead of 9999999 range) Artillery mode increases Salvo cast range to 1/2 the map (I'm not sure exactly how long this is, you'll have to look. Basically means you have to leave base in order to bombard enemy towers)

Basically you need to ensure that you can't farm with impunity while in artillery mode, going into artillery mode actually does make you vulnerable, and you can't use Salvo from spots where the enemy can't really get at you or kill you.

Good points good points, will be addressing them now, also still need to work on how to account for the exp loss.

*edit* added first point to Artillery Mode, the 2nd is already impemented, it takes 1.5 seconds to go into Artillery Mode but 3 to go into Combat Mode. Also added 0.25s reveal time, removed damage to towers from Salvo, and added the "base" to the list of places you cannot transform. Thanks for all the feedback :D

*edit again* was successful in implementing an experience modifier into Artillery Mode.

Cainest
04-17-2010, 04:39 PM
Hey duewfoe, writing this because I want to be sure that you read my comment to you written in my Hero Template. Again, I appreciated very much what you did for me and you look like someone who actually knows of what he's talking about.

I hope your hero will get famous!

P.S.
The first skill now is long way better and interesting than it was before, good work.

DeviousAlpha
04-18-2010, 08:04 AM
Thanks very much for the feedback on mine, it's only fair I give you some in return.

I really, really like this hero. My only concern is the third skill, the pets are summoned around you correct? The trouble is you then have to decide between getting in the fray with the pets, or hanging back and artillery mode.

Have I missed something?

How long is the delay between targetting the salvo, and it landing and dealing some damage? Is it a projectile? Or a spell like pyromancers stun(but huge range and not really a stun)?

Other than that, I think the hero is really quite interesting!

rooobe
04-18-2010, 08:08 AM
Sounds like a fun, balanced hero, I like it!

Check out Thanatos:

http://forums.heroesofnewerth.com/showthread.php?t=106142

Duey
04-18-2010, 06:50 PM
Thanks very much for the feedback on mine, it's only fair I give you some in return.

I really, really like this hero. My only concern is the third skill, the pets are summoned around you correct? The trouble is you then have to decide between getting in the fray with the pets, or hanging back and artillery mode.

Have I missed something?

How long is the delay between targetting the salvo, and it landing and dealing some damage? Is it a projectile? Or a spell like pyromancers stun(but huge range and not really a stun)?

Other than that, I think the hero is really quite interesting!

The pets are summoned around you yes, however they are totally independent of the hero. Just like Warbeast's dogs, they can (and should) be sent to a lane for additional push power, at least the soldiers should. The guards, due to their slow movement speed, are designed to be kept next to the tank to help in case of a gank on your artillery position. However this doesn't mean they can't be sent to a lane to aid in the push or to try and attack a hero. Watchmen are the solution to not being able to see farther than normal range in artillery mode. You send your watchmen out to provide vision and then attack targets in range. You can have them follow a particular target, but, despite being ignored by towers and creeps, if they are revealed they can be attacked and killed for a fairly large bounty. They also can be put in key areas as a temporary ward to show if someone is about to attack you.

Salvo is a projectile, but a very fast travelling projectile. Ideally it should travel about 1.3 times as fast as chippers rockets.

Hope that clarifies any questions you had ^^.

MADD411
04-18-2010, 07:02 PM
This hero is great, and how'd you make that blow-up-able thumbnail?! W/e. Thumb up.

Duey
04-18-2010, 07:39 PM
This hero is great, and how'd you make that blow-up-able thumbnail?! W/e. Thumb up.

Using attachments, when posting advanced under additional options (which is under 'Submit Reply / Preview Post') you can go to Manage attachments. Once you attach some things, you can add them to your post by clicking on the paperclip in the text editing bar. It will at a tag that says ####.

Duey
04-19-2010, 04:13 PM
bump

Ajhacket
04-19-2010, 05:55 PM
Regarding Support Fire Passive Skill.


Applies Support Fire Debuff on attack, Support Fire lasts 0.25 seconds.

Firstly, is this meant to read 2.5 seconds? Just wondered if it was a typo.

I like the concept and it all fits together well, as far as lore or the theme goes the tank concept does feel a little out of place but thats only due to the fact that currently we dont have any 100% mechanical units in the game..... wait I guess Chipper fills that category so why not have another one :D

So far my only question/comment revolves around the summons. Watchers I feel are really balanced and have great utility that would help you out. Soliders x5 = 3000hp to be damaged through by someone counter-pushing a lane seems like alot so maybe a slight nerf here especially if you add the 2 1100 hp gaurds in there too. Its alot to stop thats all.

[Vote: Yes]

Comments/votes/suggestions on my hero are greatly appreciated too.

Duey
04-20-2010, 01:34 AM
Regarding Support Fire Passive Skill.



Firstly, is this meant to read 2.5 seconds? Just wondered if it was a typo.

I like the concept and it all fits together well, as far as lore or the theme goes the tank concept does feel a little out of place but thats only due to the fact that currently we dont have any 100% mechanical units in the game..... wait I guess Chipper fills that category so why not have another one :D

So far my only question/comment revolves around the summons. Watchers I feel are really balanced and have great utility that would help you out. Soliders x5 = 3000hp to be damaged through by someone counter-pushing a lane seems like alot so maybe a slight nerf here especially if you add the 2 1100 hp gaurds in there too. Its alot to stop thats all.

[Vote: Yes]

Comments/votes/suggestions on my hero are greatly appreciated too.

The fire support duration is meant to be 0.25 seconds, no typo. It functions like Magmus's volcanic touch, if the unit dies while it has fire support on it, it buffs nearby allies etc etc, just like when a unit dies while being afflicted by volcanic touch, they blow up for damage (Its mostly a syntax thing to keep things in line with the way S2 is producing them. Bottom line: if the creep dies within 0.25s of you damaging it the buff goes off).

Also good points on the soldiers, level 4 of that spell is pretty steep. I'll rework some numbers and such. TY for the input.

Duey
04-21-2010, 10:31 PM
bump

Duey
04-26-2010, 05:49 PM
re-bump

Duey
05-04-2010, 03:20 PM
re-re-bump

Duey
05-05-2010, 03:44 PM
re-re-re-bump

COMON, just added a new skill and I need some feedback, even F4F clubbie for all you who need some feedback.

Godsmack
05-08-2010, 07:21 AM
Wow a tank! sounds awesome, but agility?... i was like first, ooooh a str hero, but nooooo... cmon a tank shouldnt be agi.

Duey
05-08-2010, 11:45 AM
Wow a tank! sounds awesome, but agility?... i was like first, ooooh a str hero, but nooooo... cmon a tank shouldnt be agi.

I can probably agree with that, this was originally designed for the STR hero contest but I missed the deadline. I wanted to get in on the INT/AGI contest but didn't want to just scrap this idea when I had invested so much time in it. Swapped out a few skills, copy paste, bam contest entry.

However I really don't see anything wrong with a tank being AGI (I could be biased), its like baracksmith being INT, he looks and feels so much more like a STR.

If this was actually going to go far in the AGI contest I'm sure there could be a change of theme if people were really hatin that hard on it. They could also probably make a sick looking tank and start to break the mold of what an AGI hero should look like, would be an interesting change of pace.

IAmLadyGaga
05-08-2010, 02:24 PM
I don't really think that the summons fit in all that well, a generic jungling ability (because that's what it would be to be really honest) doesn't seem all that interesting - especially when its pushing theme is to outrange and bombard them, rather than just using the summon to tank and damage a tower.

The ultimate also seems rather heavily aimed towards just having loads of range, I'd think a siege tank hero ought to have less drastically increased range when in siege mode but instead a really devastating (obviously balance dependent) SPLASH DAMAGE attack. Also, spell range should only be boosted to its attack range rather than mapwide - this eliminates the long range spell spammer problem and therefore makes it less of a problem to let you siege up next to your tower; this is such an obvious tactic for defending it that I see no point removing it (though it may end up being a very strong turtle hero as well as a pusher... this could be a negative change to the game, though Engineer already does this with the ult and turret).

My suggestion for an ability to replace the summons is a reference to a hero which a lot of people want, a lot don't want and which will never be ported anyway... cluster mines! (I suggested this in another siege tank type hero thread). It fires 1/2/3/4 (or x/more...) mines which spread over an area of effect increasing with ability level. When a hero touches a mine, it is blasted away and knocked down in a similar fashion to Engineer's Keg (though less powerfully, obviously). Mines take 2-3 seconds to stealth and arm so as to avoid them being just another nuke, though they could prove effective as such with the proper team support (stuns/holds).

The idea of this is simple, to give the tank something to defend itself with in siege mode, by defending wherever it's set up. There are plenty of locations where you can set the tank up (e.g. by Hellbourne's secret shop as Legion) where dropping the mines on a ramp could significantly help protecting your tank against enemies; a push by 5 heroes against (say) the 2nd mid tower culminating in setting the tank up to shell it while dropping a set of mines on the nearest ramp upwards would make it a serious pain to deal with - certainly one which wouldn't allow your team's carry to just sit and farm the jungle while 4 players defend against 5! And that's what we want from a pusher, right?

Duey
05-09-2010, 02:43 PM
I don't really think that the summons fit in all that well, a generic jungling ability (because that's what it would be to be really honest) doesn't seem all that interesting - especially when its pushing theme is to outrange and bombard them, rather than just using the summon to tank and damage a tower.

The ultimate also seems rather heavily aimed towards just having loads of range, I'd think a siege tank hero ought to have less drastically increased range when in siege mode but instead a really devastating (obviously balance dependent) SPLASH DAMAGE attack. Also, spell range should only be boosted to its attack range rather than mapwide - this eliminates the long range spell spammer problem and therefore makes it less of a problem to let you siege up next to your tower; this is such an obvious tactic for defending it that I see no point removing it (though it may end up being a very strong turtle hero as well as a pusher... this could be a negative change to the game, though Engineer already does this with the ult and turret).

My suggestion for an ability to replace the summons is a reference to a hero which a lot of people want, a lot don't want and which will never be ported anyway... cluster mines! (I suggested this in another siege tank type hero thread). It fires 1/2/3/4 (or x/more...) mines which spread over an area of effect increasing with ability level. When a hero touches a mine, it is blasted away and knocked down in a similar fashion to Engineer's Keg (though less powerfully, obviously). Mines take 2-3 seconds to stealth and arm so as to avoid them being just another nuke, though they could prove effective as such with the proper team support (stuns/holds).

The idea of this is simple, to give the tank something to defend itself with in siege mode, by defending wherever it's set up. There are plenty of locations where you can set the tank up (e.g. by Hellbourne's secret shop as Legion) where dropping the mines on a ramp could significantly help protecting your tank against enemies; a push by 5 heroes against (say) the 2nd mid tower culminating in setting the tank up to shell it while dropping a set of mines on the nearest ramp upwards would make it a serious pain to deal with - certainly one which wouldn't allow your team's carry to just sit and farm the jungle while 4 players defend against 5! And that's what we want from a pusher, right?

This was the post I was waiting for, gives me a lot to think about and work with.

I was never really a fan of the summons myself, in a way it was sort of a "filler" ability until I could find something more fitting. I had originally thought about cluster mines, since it can defend the tank while in artillery mode, but had been turned away by the idea due to techies hate. However, I am now thinking that it might just be perfect for this hero.

You mentioned reducing the range on Salvo while in Artillery mode since you can just transform next to a tower and spam away. I understand what you meant and its given me a few things I need to change but I already accounted for the ability to turtle up. Under the Artillery Mode restrictions you cannot transform within 1000 units of a friendly tower or in the base (behind the final lane tower). Once again I'll probably be doing some tweaks in response, but I would like to keep this ability as-is in Artillery Mode, since it allows you to finish off heroes or aid in teamfights similar to Pharaoh's tormented soul ability.

One last mention is of the Splash Damage, which I also considered early on but decided to avoid it in case it became a problem. However taking a second look at it I'll probably be incorporating a diminishing splash (more the closer you are) to increase the ability as a pusher on this hero.

Thanks for all the input, if you ever need any on a suggestion of yours let me know :D.

War_Mech
05-09-2010, 03:15 PM
This hero seems a little risky, but would be awesome if put the game properly. My only real suggestion is to remove the -magic armor on skill 1, maybe replace it with -physical armor or some other debuff, a minor slow could be interesting as well. I really advise this because having -magic armor right now I pretty risky, considering a fair amount of heroes already have a type, and this influences AoE cluster teams.

Duey
05-09-2010, 04:05 PM
This hero seems a little risky, but would be awesome if put the game properly. My only real suggestion is to remove the -magic armor on skill 1, maybe replace it with -physical armor or some other debuff, a minor slow could be interesting as well. I really advise this because having -magic armor right now I pretty risky, considering a fair amount of heroes already have a type, and this influences AoE cluster teams.

I agree this can be risky, however I think since the duration of the -magic armor is short enough that it would take extreme coordination to get maximum abuse of this short window of vulnerability.

I had designed the spell to compound damage ONLY from Salvo, but it turned out to be too complicated and decided that -magic armor would be easier to understand and implement.

However you might be right, the duration might be a bit too long for this spell, I'll be doing some tweaks accordingly.

Duey
05-09-2010, 05:08 PM
bump after changes, let me know what you all think

Duey
05-15-2010, 12:15 PM
once again, bump

Duey
05-19-2010, 11:34 PM
bumpstek

Redrussian
05-20-2010, 02:39 AM
good idea

luckyclam
05-22-2010, 08:57 PM
I dont like it, the name of the game is "Heroes of Newerth", not "Company of Heroes".

Koiuy
05-22-2010, 09:29 PM
Lmao, the ability called Support-Fire really fits well as to what the effects are - so i straight away love that ^^.
The third ability reminds me of some aircraft games *drops mines*, << awesome, though I ponder, does it fit according to this hero? O_o
The ultimate I find strange. It could be OP for awhile, I've got a balancing idea:
Anyone less then the range of x while the Steamtank is in Artillery Mode, the Steamtank will be unable to attack those close.
And then you got that cast time of 3 seconds to change back before you get wacked ^^

Duey
05-22-2010, 11:57 PM
Lmao, the ability called Support-Fire really fits well as to what the effects are - so i straight away love that ^^.
The third ability reminds me of some aircraft games *drops mines*, << awesome, though I ponder, does it fit according to this hero? O_o
The ultimate I find strange. It could be OP for awhile, I've got a balancing idea:
Anyone less then the range of x while the Steamtank is in Artillery Mode, the Steamtank will be unable to attack those close.
And then you got that cast time of 3 seconds to change back before you get wacked ^^

I gave this idea for a nerf a lot of thought, i ended up deciding a "minimum range" as well as a maximum would make this ability too underpowered. Either way you have to pay the price with a melee hero on top of you, with very little armor and almost no way to escape. I figured it more fitting to have standing and fighting as an option vs "oh damn scout got me I'm done" scenarios.

Boosh
06-06-2010, 11:37 PM
Very yes

Doomhammar
06-27-2010, 08:40 PM
> on impassable terrain (such as cliffs and mountains, like rune wardspots).
> within 900 units of an allied tower or barracks.
http://i41.tinypic.com/t7lkq9.pngArtillery Mode cannot propagate to illusions.

I like the hero in other parts exept ones above.

If you go to impassable terrain and attack someone. The attacked unit can walk uphill and start attacking you, so that would not be a propblem.
This skill is more defensive than offensive. Limiting it's defensive part is not needed.

W0lfox
06-30-2010, 06:24 PM
Really seems more as str hero. Anyway, port it into dream to join contest, on dream will be decided if its good hero or not.

BTW:
Rules:
4. No Polls. Since Dream is now our poll machine, threads here are strictly for feedback and no longer require polls.
(Exception for topics made prior to this change. However, you may request to have your poll closed.)

Negativ3
07-16-2010, 07:24 AM
I don't really have any feedback to come with, other than that it's an awesome hero. (I'm a big fan of siege tanks in SC2) Have you added it to dream yet?

Duey
07-16-2010, 09:46 PM
I don't really have any feedback to come with, other than that it's an awesome hero. (I'm a big fan of siege tanks in SC2) Have you added it to dream yet?

Just added it to dream today, unfortunately the picture uploads being broken makes me feel like it won't be getting much attention.