cs6413110 / Pixel-Tanks

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A Sequel to Perks: Overdrive #42

Open LostKing73 opened 1 week ago

LostKing73 commented 1 week ago

IGNORE THIS TOP COMMENT, SCROLL DOWN TO VOTE FOR NEW IDEA

The Basics

When you max out a perk, you can spend a TON of money(like a million) to get an "Overdrive" for that perk. Instead of having 2 perks, having an overdrive takes up both spots, and is a overpowered "super" version of that perk

Why add this?

This adds more reason to grind for money, and another way to be op, but still balanced.

Examples (can be changed)

Menacing Aura - The aura now limits the player effected by Menacing Aura to only move as fast as the player using Menacing Aura (this does not include gripples or being gripped)

...i cant think of more ideas rn...

Voting

👍 = Yes 👎 = No (comment why)

LostKing73 commented 1 week ago

also, comment ideas for examples. i'll start

LostKing73 commented 1 week ago

Overdrive Radar

using the regular shooting can give your bullets a small amount of guidance towards the nearest enemy.

possible alternates: shooting will make your bullets come out of ur barrel, the guide to wherever ur mouse was when you shot the bullets

LostKing73 commented 1 week ago

@cs6413110 @CelestialKnight7 @BreadSpam @DarkMemeGod411

cs6413110 commented 1 week ago

707

BreadSpam commented 1 week ago

^^^

BreadSpam commented 1 week ago

how about make this adrenilane (so if u take a perk + adrenilane, then that perk gets overdrived)

CelestialKnight7 commented 1 week ago

how about make this adrenilane (so if u take a perk + adrenilane, then that perk gets overdrived)

would solve the problem of us needing to replace adrenaline

LostKing73 commented 1 week ago

Thats a thing? Sure that also sounds cool

DarkMemeGod411 commented 1 week ago

saturday github notfifications, what is this, Work?

BreadSpam commented 1 week ago

There is no rest to the spam

cs6413110 commented 1 week ago

Fix

LostKing73 commented 1 week ago

AAAA TOO MANY WORDS

LostKing73 commented 1 week ago

how about make this adrenilane (so if u take a perk + adrenilane, then that perk gets overdrived)

I like this idea best, everyone agree to using that and implementing this idea?

cs6413110 commented 1 week ago

Fix

LostKing73 commented 1 week ago

VOTEEEEEEE @cs6413110 @CelestialKnight7

CelestialKnight7 commented 1 week ago

good idea but im not commited yet, what would this do to each perk?

cs6413110 commented 1 week ago

Ye like refresh

Message ID: @.***>

cs6413110 commented 1 week ago

Also, this is technically worse for our timeline because we need to make 8 more perk enhancements instead of just making 1.

BreadSpam commented 1 week ago

8 unorigonal ideas, or 1 original idea?

LostKing73 commented 1 week ago

good idea but im not commited yet, what would this do to each perk?

can you list each and say what they do? cuz idk

LostKing73 commented 1 week ago

like each perk, not overdrived

BreadSpam commented 1 week ago

emergency shield: when this pops, gain 1 second of i frames so the issue with warrior now is for everyone oh no thermal armor: radius doubled (so imagine the 2x2 spawn. if u stood in the center, it would cover the whole thing scavenger: gain 150 HP on kill lower cd: chance for any cooldown to be not used when used. (aka free item) imagine u hit the Insta key but u get another dynamite so ur insta fails refresh: half of toolkit Cooldown refreshed on toolkit completion medic flash back radar: all bullets shot get a small amount of aimbot imagine the shot gun fights advanced grip: Cooldown reduced even when hitting someone >:) advanced grip flashback not done yet: chance to live increased to 75% hard countered by fire

LostKing73 commented 1 week ago

emergency shield: when this pops, gain 1 second of i frames so the issue with warrior now is for everyone oh no thermal armor: radius doubled (so imagine the 2x2 spawn. if u stood in the center, it would cover the whole thing scavenger: gain 150 HP on kill lower cd: chance for any cooldown to be not used when used. (aka free item) imagine u hit the Insta key but u get another dynamite so ur insta fails refresh: half of toolkit Cooldown refreshed on toolkit completion medic flash back radar: all bullets shot get a small amount of aimbot imagine the shot gun fights advanced grip: Cooldown reduced even when hitting someone >:) advanced grip flashback not done yet: chance to live increased to 75% hard countered by fire

I literally said not overdrive. what do they NORMALLY DO

LostKing73 commented 1 week ago

bruh, DONT HIDE. WHAT DO THEY NORMALLY DO SO I CAN HAVE AN OPINION

CelestialKnight7 commented 1 week ago

me omw to go to hell and find the old perk issue

CelestialKnight7 commented 1 week ago
  1. emergency shield: if your health drops below 25 hp you gain a shield equal to your remaining hp. / unlocks at level 2 / 2 tiers (increase minimum hp to trigger this to 50 hp (and thus the possible max hp of the shield) (has a short delay before activation)
  2. thermal armor: anything on ur hitbox takes damage (2 dmg per idk) / unlocks at level 4 / 3 tiers (increases dmg to 5 / 8)
  3. scavenger: get some time back (25% time) for your other cool downs (toolkit/class/power missile) from kills / unlocks at level 6 / 3 tiers (increases amount of cooldown regenerated to 50% / 75%) (yes I'm aware this is a tactical buff ur welcome)
  4. faster cooldown: all of your cooldowns are (5% faster) / unlocks at level 8 / 3 tiers (increases Regen to 10% / 15%)
  5. refresh: on completion of a toolkit you get 50% time back to all item cooldowns / unlocks at level 10 / 2 tiers (increases cooldown regenerated to 100%)
  6. radar: radar: pings the nearest non-stealthed enemy / unlocks at level 12 / 2 tiers: allow you to see allies as well
  7. advanced hook: your grapple has a lower cooldown if you miss a player, but you cannot grapple walls / unlocks at level 14 / 3 tiers (increases how much cooldown you get back if you miss) - [might be ded idk yet] [this is getting replaced or reworked]
  8. ded / adrenaline / overcharge
  9. dying core: when taking lethal damage, there is a 10% chance to not die, with 1 second of invincibility / unlocks at level 18 / 3 tiers, increase chance to not die 10% -> 25% -> 50% (the only cooldown is how lucky you are) (also you get slight heals from this (t1: +20 hp / t2: +35 hp / t3: +50 hp. this hp is gained on activation meaning you have to win the 50/50 after taking lethal dmg)
LostKing73 commented 1 week ago

thank youuuuuu

LostKing73 commented 1 week ago
  1. it also releases a knockback shockwave
  2. damage increase(?) fire trail(?)
  3. instantly get all cooldowns back on a kill
  4. cooldown speed increase(?) you move faster(?)
  5. toolkits are faster(?) get 100% of the time back
  6. scans every 5 seconds within a small radius, when someone is in that radius when scanning, you automatically shoot there.
  7. grapple breaks the block you use it on(unless void)
  8. n/a cuz would be paired with everything else
  9. it becomes a 70/30 to live, and the damage that would've killed u is reflected(could be like 20, so not too op, or like reflecting an insta so BOOM damage)
LostKing73 commented 1 week ago

uhm feel free to disect it

CelestialKnight7 commented 1 week ago
  1. pass
  2. dmg increase - pass / fire trail - mimicking fire class too much
  3. maybe
  4. cooldown increase - maybe / speed increase - less maybe
  5. (already get 100% of cooldowns back) pass
  6. pass
  7. maybe (perk is still unfinished)
  8. N/A
  9. pass but heres my idea: for every 50/50 you win, the chances increase by 5 so the next would be a 55/45, then 60/40 and so on maxing out at 90/10
LostKing73 commented 1 week ago

ooh i like ur 9

LostKing73 commented 1 week ago

nah max on 100/0

LostKing73 commented 1 week ago

for max ezzage

LostKing73 commented 1 week ago

uhm, make a list pls then im a tired

BreadSpam commented 1 week ago

already made one??? @CelestialKnight7 approve

CelestialKnight7 commented 1 week ago
  1. you gain a shield that naturally recharges out of combat? (combat being defined as taking damage in the last 20 seconds)
  2. when you die, release a fiery explosion (not actual fire dot but a visual effect) would be a 4x4 radius (closest thing to nuke tank) (also there would be 2 second windup before the explosion)
  3. after a kill you gain a +10% damage bonus for 5 seconds
  4. while toolkitting you have no cooldowns (joke)
  5. displays enemies health bars and turret ammo counts
  6. N/A
  7. for every 50/50 you win, the chances increase by 5 so the next would be a 55/45, then 60/40 and so on maxing out at 90/10
LostKing73 commented 1 week ago
  1. eh..
  2. ooh, but no windup cuz there's no point then
  3. that's like nothing, also usb moment
  4. make a serious one then
  5. ye makes sense, but not as good as the others
  6. n/a
  7. yes
CelestialKnight7 commented 1 week ago
  1. how about 0.5 second windup cuz u gotta give them some time to react (also damage would be 200)
  2. +20% but still 5 seconds
  3. nah
  4. well the others are cooldown based or damage upgrades so radar has to fit with original radar and have synergy with classes and items (ie: tactical)
CelestialKnight7 commented 1 week ago

also i feel like 1 could be good and would allow you to swap something out for that shield spot that everyone uses

LostKing73 commented 1 week ago

true

LostKing73 commented 1 week ago

yes to all

BreadSpam commented 1 week ago

:(

CelestialKnight7 commented 1 week ago
  1. receiving healing restores time on your items cooldown with the time being decreased contingent upon the amount of healing recieved (medic synergy also passive cooldown reduction from just using healing items)
CelestialKnight7 commented 1 week ago

base advanced grip btw: when you grapple a person you get the base cooldown, but if you grapple a wall the cooldown is reduced by t1: 1/3rd, t2: 2/3rds, t3: 100%. so at t3 u can spam gripple as much as u want with a 0 second cooldown. this makes it easier to grapple people without worrying about grappling into a turret den.

overdrive: the grapple can curve a maximum of 20 degrees to attempt to hit something OR a player remains grappled until you deactivate the grapple by pressing (grapple keybind) again.

🎉 = first overdrive idea 👀 = second overdrive idea

CelestialKnight7 commented 1 week ago

buff base cooldown reduction perk tho so that the healing one doesnt overshadow it t1: 10% reduced t2: 15% reduced t3: 25% reduced

CelestialKnight7 commented 1 week ago
  1. you gain a shield that naturally recharges out of combat? (combat being defined as taking damage in the last 20 seconds)
  2. when you die, release a fiery explosion (not actual fire dot but a visual effect) would be a 4x4 radius (closest thing to nuke tank) (also there would be 0.5 second windup before the explosion which does 200 dmg)
  3. after a kill you gain a +20% damage bonus for 5 seconds
  4. 25% chance when using an item/ability for it to not be used/go on cooldown
  5. receiving healing restores time on your items cooldown with the time being decreased contingent upon the amount of healing received (medic synergy also passive cooldown reduction from just using healing items)
  6. displays enemies health bars and turret ammo counts
  7. grip - gripple can bounce off walls twice
  8. N/A - overdrive
  9. for every 50/50 you win, the chances increase by 5 so the next would be a 55/45, then 60/40 and so on maxing out at 90/10
CelestialKnight7 commented 1 week ago

overdrive: the grapple can curve a maximum of 20 degrees to attempt to hit something OR a player remains grappled until you deactivate the grapple by pressing (grapple keybind) again.

🎉 = first overdrive idea 👀 = second overdrive idea

@cs6413110 @BreadSpam @LostKing73 @DarkMemeGod411 VOTE

BreadSpam commented 1 week ago

Ngl just insta the basic lower cd perk

CelestialKnight7 commented 1 week ago

buff base cooldown reduction perk tho so that the healing one doesnt overshadow it t1: 10% reduced t2: 15% reduced t3: 25% reduced

^^^

DarkMemeGod411 commented 1 week ago

gotcha, i like it