My apologies, it seems as if I have misunderstood? Double damage for you and each of your team members doesn't seem overpowered to you?
true, then in 3v3 if one person got x2 with needler, and everyone from their team would have it, the other team would be dead in one turn.
Really really like the stat increasing perk ideas, and the option to turn perks off. Dunno about the rest of you, but my Grappling seems to get boxes near me more like 60-70% of the time(with the 20% add-on and 300 pixel) and I feel like a douche constantly stealing boxes that land on the other player's tanks.. can only call it the troll perk, best way to describe it. (Feels like when another tank is closer to a box, the hook increases to 100% .-. ) Both perks and all sub-perks can be active at the same time.
Wouldn't that just make your grappling hook 2x damage? Since technically you weapon 'absorbs' the 2x and that is what makes it double damage?
Efficiency! or Green Fuel ? Your tracks start to glow green and you use 10% less fuel for that turn. EDIT: kinda like dtt's previous idea...haven't looked at the previous pages too much, so this comment may be totally useless lol Explosive Weapons! Your weapons now have 5-10% bigger radius (MegaNuke :O) Towering! Your tank is now 5-10% bigger, and can now do damage by crushing enemies that are smaller Elusive! hehe @CZXV Your tank is now 5-10% smaller, and harder to hit (those two can be alternated) OverPoweredRandomPerk! Randomly does things!
Explosive Weapons! Danger Close Your weapons now have 5-10% bigger radius (MegaNuke :O) Towering! (giant mushroom) Your tank is now 5-10% bigger, and can now do damage by crushing enemies that are smaller Elusive! (Mini Mushroom) Your tank is now 5-10% smaller, and harder to hit (those two can be alternated) OverPoweredRandomPerk! @Tank 1337 suggested before Randomly does things
I love Towering! and Elusive! Towering - Mashes "A" and "D" keys squashing opponents repeatedly, like a maniac! Elusive - Incoming Sub-Sniper misses by 1 mm. Me: Trololololol!!! Opponent: ....
Grave robber: Allows you to steal a random weapon from the graves of dead tanks. Teammates or Enemies.
some more: fallout shelter: -45% damage on friendly fire from any nukes care package: 50% getting a care package per game (1 per match) gives 2 items; consists of p(lvl 4 nuke).5%, p(lvl 5 ball) 10%, p(lvl 3 25 ball) 5%, p(10-35 points) 34%, p(lvl 4 area strike) 10%, p(mega nuke) 0.5%, p(lvl 4 sub-sniper) 5%, p(lvl 3 torpedoes) 5%, p(lvl 3 sunburst) 5% ICU: +30% health to you and your team resurrection: +100 hp when u get killed one man army: 30% of getting this perk per game, gives 1 item; consists of p(lvl 4 artillery) 5%, p(battleship) 5% (just like artillery but with 5 shots), p(EMP) 5% (disable armor and fuel n deals high damage), p(50-75 points) 30%, p(lvl 4 attractoids) 5%, p(lvl 4 bfg-9000) 15%, p(any perk) 20%, p(lvl 4 smart snipe) 20% strike package (gives the benefit by giving more chance of getting the weapons that u like when starting n from boxes; luck should not effect this): Defcon 1: + 5% chance getting any nukes per game Deadeye: +10% getting sniper/ sub sniper/ laser mirror shots: +5% getting deadriser/ mega tunneler/ tunneler/ torpedoes/ rainbow/ sub sniper
Fortification Negates all damage take by 50%. One turn use only. Cooldown time: 1 game. Pyro Maniac Increases the damage caused by the user's fire weapons by x1.5 damage. The Pyro Maniac negates 20% of fire damage caused to the user. Aqueous Increases the damage of the user's water weapons by x1.5 damage. Aqueous negates 20% of water damage caused to the user. Photon Cannon Once activated, the user stores up energy for a maximum of 3 turns. On the second turn, the tank barrel glows faintly. If the Photon Cannon is used, it causes 70/75/80/90/90 damage. On the third turn, the tank barrel glows brightly. If the Photon Cannon is used, it causes 110/125/130/150/150 damage. On the fourth turn, the tank barrel is shimmering with energy. If the Photon Cannon is used now, it deals 170/185/190/200/210 damage. Further charging of the Photon Cannon has no additional effects.
A lot of cool ideas but I thought you guys didn't want this to be a pay to win game xD The ideas you're coming up would give outrageously higher chances to win against non-pay-to-win people. .-.
I hate to say this: Life is not fair, get used to it. Maybe some of the less effective perks should cost less? Also free-to-play players have many options to obtain Tank Coins. Free offers such as watching short clips, daily bonus, in-game box farming and cash in SSL1 account. I think Kyle said Tank Coins will be rewarded for completing achievements soon.
Free videos do not give viruses, though they are slow, some Tank Coins are better than none. Who cares if we are not supposed to box farm? Nobody is missing out as we can all do it. Even free-to-play players can also box farm. It is not breaking the rules or hacking in any way, Kyle cannot remove it.
Just limit the number of boxes that may be on screen at once. I'm sure that would be fairly simple. Sure, there would be ways around that but it would become more difficult.
Not to hard to get around. If they're using a mouse record or such they could just have it everyone once in awhile fire blindly, to collect boxes in the sky.
I've thought of something like this a while back but it was more severe and felt like it would really upset people if i suggested it and it ended up implemented. I know people box-farm i don't like it but i wont complain much about it. Although my idea was to just limit the amount of tank coins that may fall in a game or just not have tank coins in DM all together but as i said it's kind of an extreme thing to do and it would upset many people even though it might probably eliminate box farming.
But if the limit was for example 5, it would take time to blindly check all of the available places on the map, including ground movement. Weapons like Five Ball would help with that process of randomly checking, but to develop the proper method to check everywhere would take some time. You would have to assume every weapon to be a small radius weapon, otherwise the process would mess up. That time spent checking everywhere for the 5 would take a while to set up, and also would be a very slow process because once 5 were on the map the odds of hitting the space are decently low. Another method to prevent it would be to have a time limit for each box. I would think a time limit and a number limit together would make the process quite hard.
What if the box farmers collect the boxes as soon as they fall? At least that's how I would get around it.