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  1. 3 points
    (General idea from @Birikita, reworked by me with some additions and updates as it was an old one) When you click on "Custom Match", two options would show up: Create Custom Match Browse Custom Matches Create Custom Match When you click on "Create Custom Match", the following parameters would be available to the player: Which Arena you want to play on (would still be able to switch with other ones in custom lobby, as it is right now) Choose the name of your Custom (good for public ones) Allow spectators or not Type of Custom: Open Custom (Public) Only friends Closed Custom (Private) If it is a Closed Custom -> Create a Code (either default or allow the creator to make his own) Choose the server it will take place on Other things to customize your custom match with gameplay elements like: Draft Bans Possibility to pick the same car multiple times in the same team Choose your position on the grid Bomb damage Garage Bots Possibility to start the game on other forms than 4v4 Browse Custom Matches When you click on "Browse Custom Matches", open a list of all current Custom Matches. (You could use the Spectator screen as a base for this new feature.) The list would show: Name of the Custom/Arena/Type of the Custom (Open Custom/Only Friends/Closed Custom)/Server/Other parameters (this would show symbols that would tell what extra parameters have been enabled or not) Add filtering options. About the symbols, there could be a legend to explain each one of them. (There could be a simple explanation for each symbol and one "?" to put the cursor over and display a complete explanation for each customization.) Spectator Menu With this rework of Customs, you could have both spectators from the Custom lobby and also people joining from this menu.
  2. 3 points
    (General idea from @ColdHands, reworked by me) 1st idea: Two Build Focuses All cars could follow two focuses of build (and a third that would be the mixture of the two), taking as an example the beta of the game, where we had Wildfire that could both focus on causing more damage, and on causing sabotage (debuffs/crowd control). As a current example, Photon could have upgrades focused on healing and speed. 2nd idea: Binary Tree Upgrades (or "Upgrade Upgrade") In addition to the first idea, the cars would have a binary tree system of skill, the first 2 weapons would have 4 initial upgrades and depending on the players' choice, these upgrades would allow access to 2 upgrades each that could improve the effects of the first upgrade or add extra effects. For the third skill I am still in doubt if it would also have this or if it would only be 4 upgrades, because for some cars it's just a simple boost of speed, but for some of the others it is a standard skill. The ultimate would have only two upgrades (you can only select 1 of them). 3rd idea: Builds Garage In addition to the two previous ideas, each car would have two automatic builds that we could choose (to help beginners and bots). If you bought the machine, you could create your own automatic builds or leave them in manual mode so you can change in the middle of the game (it would be another bonus for those who bought the machine). And now an idea of mine, which concern weapons. Basically you would be able to choose weapons individually, for every character, to add even more strategy. The example I always use is with Stingray. He used to have a laser as his 1st weapon and "Double Kienzan" as his special weapon (which was 2 huge discs, the same as his current 1st weapon). So the idea would be to allow players to customize their car furthermore by choosing which weapon loadout they want to use. Of course, depending on the weapon, the values would change, to keep it balanced.
  3. 2 points
    Antes de começar, sim eu sei que ficou parecido com Zillean de LOL, porem foi coincidencia, eu nunca joguei LOL ou Dota, na vdd eu baseei essas habilidades de um anime que assisti. Esse foi o primeiro personagem que criei e estou trazendo ele sendo proximo ao que Herald era na sua primeira versão do jogo com a bomba. Before I start, yes I know it looked like Zillean from LOL, but it was a coincidence, I never played LOL or Dota, at vdd I based these skills from an anime I watched. This was the first character I created and I'm bringing him in close to what Herald was in his first version of the bomb game. Avant de commencer, oui, je sais que cela ressemblait à Zillean de LOL, mais c'était une coïncidence, je n'ai jamais joué à LOL ni à Dota, chez vdd, j'ai basé ces compétences sur un anime que j'ai regardé. C'était le premier personnage que j'ai créé et je le rapproche de ce qu'était Herald dans sa première version du jeu à la bombe. Nome do Piloto: Bill Benjamin Classe: Suporte Aparencia do Piloto: Seria um cientista Steampunk, com um braço de engrenagens, cartola, monoculo e um longo bigode, teria sotaque britanico Pilot Name: Bill Benjamin Class: Support Pilot Appearance: Would be a Steampunk scientist with a gear arm, top hat, monocle and long mustache, would have a British accent Nom du pilote: Bill Benjamin Classe: Support Apparence du pilote: serait un scientifique Steampunk avec un bras d'engrenage, un haut-de-forme, un monocle et une longue moustache, aurait un accent britannique Aparencia do Veiculo: Seria um Ford T cheio de engrenagens e um relogio na parte de tras (Pixel art por @Grille(d) Pain) Vehicle Appearance: It would be a geared Ford T and a clock on the back (Pixel art by @Grille(d) Pain) Apparence du véhicule: Il s'agirait d'une Ford T à engrenages et d'une horloge au dos (Pixel art de @Grille(d) Pain) Theme: Metal Swing Plot: Ele era um cientista que tentou criar uma maquina do tempo para evitar que o Apocalipse acontecesse, porem algo deu errado e a maquina explodiu. Ele acabou perdendo um braço e agora consegue ver o passado, o presente e o futuro ao mesmo tempo, o que acabou enlouquecendo. Está na arena porque, de acordo com ele, quer evitar uma catastrofe do mesmo nivel do Apocalipse. Plot: He was a scientist who tried to create a time machine to prevent the apocalypse from happening, but something went wrong and the machine exploded. He eventually lost an arm and now can see the past, the present and the future at the same time, which has gone mad. He is in the arena because, according to him, he wants to avoid a catastrophe on the same level as apocalypse . Plot: C’était un scientifique qui avait essayé de créer une machine à remonter le temps pour empêcher l’apocalypse de se produire, mais quelque chose s’est mal passé et la machine a explosé. Il a finalement perdu un bras et peut maintenant voir le passé, le présent et le futur en même temps, qui est devenu fou. Il est dans l'arène parce que, selon lui, il veut éviter une catastrophe au même niveau que l'Apocalypse. Passiva: Solta pulsos temporais que aceleram o coldown das armas de aliados proximos. Passive: Releases temporal pulses that accelerate the coldown of nearby allied weapons. Passif: libère des impulsions temporelles qui accélèrent la destruction des armes alliées proches. Habilidade 1: Solta um bumerangue em forma de engrenagem que causa dano tanto na ida quanto na volta. Ele se destroi caso o carro é destruido ou quando bate numa parede. Na volta segue em linha reta o carro. Skill 1: Unleashes a gear boomerang that deals damage both on the way and around. It is destroyed if the car is destroyed or when it hits a wall. In the turn follows straight the car. Compétence 1: Déclenche un boomerang à engrenages qui inflige des dégâts en cours de route et aux alentours. Il est détruit si la voiture est détruite ou lorsqu'elle heurte un mur. Dans le virage suit tout droit la voiture. Habilidade 2: Solta duas granadas para trás que ficam no chão por alguns segundos (teria o formato de um relogio). Caso um aliado passe por cima, esse recebe cura e um boost de velocidade por alguns segundos. Caso um inimigo passe por cima, esse recebe dano e Slow por alguns segundos. Skill 2: Drop two grenades back that are on the ground for a few seconds (it would have the shape of a clock). If an ally passes over, it gains healing and a speed boost for a few seconds. If an enemy passes over, it takes damage and Slow for a few seconds. Compétence 2: Lancez deux grenades sur le sol pendant quelques secondes (cela aurait la forme d'une horloge). Si un allié passe, il gagne des soins et une augmentation de vitesse pendant quelques secondes. Si un ennemi passe, il subit des dégâts et ralentit pendant quelques secondes. Habilidade 3: Ele da um salto pelo Hyperespaço distorcendo visualmente a maquina e aparecendo a frente do local que estava, quando inicia e quando termina solta pulsos temporais que curam aliados e causam dano no inimigo Skill 3: He leaps through Hyperspace by visually distorting the machine and appearing in front of his location when he starts and finishes loosening time pulses that heal allies and damage the enemy. Compétence 3: Il saute dans l'hyperespace en déformant visuellement la machine et en apparaissant devant son emplacement lorsqu'il commence et finit de relâcher les impulsions temporelles qui soignent les alliés et nuisent à l'ennemi. Ultimate: Marca um aliado, que se morrer quando marcado, revive instantaneamente, porem com todos os efeitos de ressuscitação. Se esse aliado estiver com a bomba, ele a perde se morrer. Ultimate: Marks an ally, who if killed when tagged, revives instantly, but with all resuscitation effects. If this ally has the bomb, he loses it if he dies. Ultimate: marque un allié qui, s'il est tué lorsqu'il est étiqueté, reprend vie immédiatement, mais avec tous les effets de la réanimation. Si cet allié a la bombe, il la perd s'il meurt.
  4. 1 point
    /ENGLISH VERSION, do not hesitate to translate it properly in your own language to help us and the idea being understood by more players !/ Hello everyone 👋 As I tried to broaden and expand my HMM experience more and more during these last months, and after playing customs, ranked and even taking part to region specific-tournaments and Metal Leagues on all servers, I had an idea about a new pick-system : "BOX single-pick" (code-name "SYNERGY") What is this all about ? It's core is very simple : Your team can pick each machines only 1 time for the duration of the BOX (Best Of X matches). As we have 17 pilots for the moment, it would mean playing BO3 with 8 (or 12 if we need a decider match) different machines for the duration of the BO. I discussed about it with Birikita and we thought the best way to make it happen would be to allow mirror picks and still use the current picking-order used in regular drafts (so you can adapt/counter to enemy picks without being totally blind). (We could even extend the single-pick aspect by counting scores instead of won matches in the BO, leading to even more machines to pick and matches to play) Why do I think this new pick-system would be SENSACIONAL ?!? It would synergizes both SA and EU usual playstyles (this aspect is very important to me to get together) into a BO format which would have even broader strategic-aspect, while allowing for the ever-absent "mirror compositions/picks" (who does not want to counter a Rampage with another one ? 😍) and restrain the "snowballing effect" from optimizing a composition around a single OP machine of the meta. It would allow both "experts" to really shine while playing their best machines and players able to handle well a huge pool of machines/every machines evenly. From a competitive point of view, it would finally allow veterans to put draft/strategy and machines masteries on a equal foot (for instance, "all-pick" standard format is neglecting draft/strategy totally, and draft+ban system gives too strong advantages to teams knowing their enemies weaknesses from social aspect). From a streaming point of view, it would also allow for more spectacular matches and skillful moves, which is always a good thing. The "only negative" aspect of this system would be that it is better-suited to teams owning every machine and the most experienced teams. So it's best theoretical use would be to hold an "ALL-STARS" competition with all the current and former best teams of the game from each servers. Do not hesitate to comment, say what you think about this idea, or even how we could improve it ! If you feel like this system is worth trying, react and let everyone know you are interested : if we hit enough interested teams, I would like to host/admin a relaxed tournament on NA server (most central one, on MGA Map) to test the idea (the rest of the format is not yet defined, but if we are enough admins to cover it, we could even let teams schedule matches when they see fit and come to stream/comment/administrate the custom matches instead of having it on a single week-end day 😎). 07/10 UPDATE : I had the opportunity to test the system with the help of the VCK team ( Спасибо, дорогие бета-тестеры ! ) : we did 3 matches without bans and the result was very balanced and interesting. If the general balance betwen machines is totally imba, I thought we can call for votes to ban some extremely OP machines for the whole tournament with the agreement of the majority of players. But the system have also an alternative with IMBA machines counter-picks and "soft-bans" (by opposition to classic bans which gives too many social/spying advantages). So it gave me more ideas about balance : 1st version would be the most balanced one and the more strategic "without bans" (works better with a balanced meta) : Best Of 3 (BO3) matchs format The team scoring most goals wins If both teams have the same score, the one with the most won matchs wins A 3rd match can happen if one team won 3-2 and 3-2 during the first matches (then the opposite team would have to win 3-0 to win the BO3) Each team can pick each machine only ONE TIME for the whole duration of the BO3 The in-game "machines-pools" (currently 17 machines for BOTH teams) are distinct, which means you are allowed to pick mirror machines in the same match. The following draft system will be used before matches : Both teams will pick machines one by one (Team X - Team Y) 4 times For the 1st draft, the best-seeded team picks last (this team will be referred to as "Team 1") : (Team 2 - Team 1) * 4 times In 2nd and 3rd drafts, the team who lost previous match of the BO3 (1st or 2nd match respectively) will pick last : for instance if Team 2 lost the 1st match, the Team 2 will pick last : (Team 1 - Team 2)*4 2nd version "with asymetrical soft-bans" would take this shape (interesting even if the meta is unbalanced) : /1-2 are the same as above/ : Best Of 3 (BO3) matchs format The team scoring most goals wins If both teams have the same score, the one with the most won matchs wins A 3rd match can happen if one team won 3-2 two times during the first matches (then the opposite team would have to win 3-0 to win the BO3) Each team can pick each machine only ONE TIME for the whole duration of the BO3 The in-game "machines-pools" (currently 17 machines for BOTH teams) are distinct, which means you are allowed to pick mirror machines in the same match. The following draft system with "asymetrical soft bans" will be used before matches : During each draft, each team will ban 1 machine from being chosen by the opposite team only, BUT only for the current match (You can't repeat the same ban twice, for instance during 1st and 2nd draft), the order is : Team X - Team Y Both teams will pick machines in the flipped "traditionnal draft order" : Team X - Team Y - Team X - 2*(Team Y) - 2*(Team X) - Team Y For the 1st draft, the best-seeded team picks last (this team will be referred to as "Team 1") : (the whole pick + ban sequence for the 1st match is : Team 2 Ban - Team 1 Ban, Team 2 - Team 1 - Team 2 - 2*(Team 1) - 2*(Team 2) - Team 1) In 2nd and 3rd drafts, the team who lost previous match of the BO3 (1st or 2nd match respectively) will pick last : for instance if Team 2 lost the 1st match, the Team 2 will ban and pick last (see 3.3 order and substitute Team 2 and Team 1 if the opposite situation happens) So, a lot of players will wonder "What, why did you chose this tricky rule about goals and 3rd match ?" : That's because overall, the system feels very balanced and lead to very disputed and tight matchs (even more if the skill-difference between machines masteries of both teams is small). This also encourages different strategical approaches of the BO3 and keeping an eye on "ressources/machines management", while assisting to more matches even if it complexify the organization 🙃 I would really want to discuss about this part and I hope I will get feedbacks and answers to this topic ! 👌
  5. 1 point
    Name: Unholy Engine Role: Transporter Graphic concept: A demonic car, with a huge pair of goat horns over the frontal headlights, an open mouth with pointy teeth in front of the engine, a pair of metal bat wings curved around the cabin and an articulated metal tail with the eshaust at the end. (Um carro demoníaco, com um enorme par de chifres de carneiro sobre os faróis dianteiros, uma boca aberta com dentes afiados à frente do motor, um par de asas de morcego metálicas envolvendo a cabine e uma cauda articulada com o escapamento na ponta.) Concept: A transporter who'd be able to extend his maximum HP while dealing high damage. (Um transportador capaz de aumentar seu HP máximo e causar um bom dano.) Lore: One of the creatures from the apocalypse. Instead of going back to the Underworld, she hid herself from the Metal God in the shape a car. She believes that the Sect of Metal wouldn't be strong enough to hold the portals closed without the Metal Herald, so she went after him in the HMM arena. (Uma das criaturas do apocalipse. Ao invés de escapar para o submundo com as outras, ela se escondeu do Deus do Metal sob a forma de um carro. Ela acredita que o Secto do Metal não seria forte o bastante para manter os portais do submundo fechados sem o Metal Herald, então ela foi atrás dele na arena de HMM.) HP: 600-1200 Mobility lvl: 2/6 Passive: Soul Eater Unholy Engine can see the souls of dead pilots hovering over the area where they got destroyed, which remain there until they get rebuilt. If she turns her engine (mouth) in their direction, she can absorb up to 12 souls, raising her maximum HP by 50 points for each soul collected. She takes 50 damage for each soul collected after the limit of 12 souls has been reached. (Unholy Engine pode ver as almas de pilotos mortos pairando sobre o local onde eles foram destruídos, que permanecem lá até que sejam reconstruídos. Se ela virar seu motor (boca) na direção delas, Unholy Engine pode absorver até 12 almas, elevando seu HP máximo em 50 pontos por alma coletada. Ela recebe 50 pontos de dano por cada alma coletada depois que o limite de 12 almas for atingido.) Q: Hell's Blaze Unholy Engine shoots forward a continuous volley of black flames during 3s, dealing damage to every enemy hit. The range of the flames is proportional to the amount of souls collected. (Unholy Engine dispara uma rajada contínua de chamas negras à frente durante 3s, causando dano a todos os inimigos atingidos. O alcance das chamas é proporcional à quantidade de almas coletadas.) W: Underworld Escapees Unholy engine shoots out up to 4 souls torwards her diagonals (primarily to the front, in case she doesn't have enough souls), which travel visibly under the floor and emerge at a medium distance. If they emerge under an enemy, the souls deal damage and silence them for 1s. If not, they travel back to Unholy Engine's mouth, dealing half that damage to enemies in their way. When a soul leaves Unholy Engine, it takes 50 "slots" of maximum HP with it (empty slots, primarily, if there are any). Each soul that returns to her, gives back 50 full "slots" of maximum hp, which means Underworld Escapees may be used to repair Unholy Engine. If Unholy Engine doesn't have any souls to use, she shoots out her own one straight forward, dealing the same effects, but returning even if it emerges under an enemy. Unholy Engine's soul is bigger than the others, deals double damage and carries double HP "slots" with it, leaving Unholy Engine with only 500 maximum HP while it's away. (Unholy Engine dispara até 4 almas em direção a suas diagonais (prioritariamente à frente, caso não tenha almas suficientes), que trafegam visivelmente sob o chão e emergem a uma distância média. Caso emerjam sob um inimigo, elas causam dano e o silenciam por 1s. Caso não, elas retornam à boca de Unholy Engine, causando metade desse dano a inimigos em seu caminho. Ao deixar Unholy Engine, cada alma leva consigo 50 "casas" de HP máximo (prioritariamente casas vazias, caso haja alguma). Cada alma que retorna a Unholy Engine lhe devolve essas 50 "casas" de HP máximo cheias. Dessa forma, Underworld Escapees pode ser usada para reparar Unholy Engine. Caso não possua nenhuma, Unholy Engine dispara sua própria alma sob o chão em linha reta à sua frente, causando os mesmos efeitos. A alma de Unholy Engine é maior que as outras, causa dano dobrado e carrega o dobro de "casas" de HP consigo, deixando Unholy Engine com apenas 500 de HP máximo enquanto ela não volta.) E: Fallen Angel Unholy Engine spreads her bat wings to the sides and lunges forward, dealing damage to every enemy hit by herself of her wings. If an enemy gets destroyed by Fallen Angel, their soul gets collected automatically. (Unholy Engine abre suas asas e se lança à frente, causando dano a todos os inimigos atingidos por ela ou pelas asas. Caso um inimigo seja destruído por Fallen Angel, sua alma é coletada automaticamente.) R: Doom Unholy Engine releases all of her souls, which automatically pursue their former hosts wherever they are, if they're alive. Souls that belong to currently destroyed pilots pursue the closest enemy. Enemies take damage and allies get repaired for each soul that reaches them. If Doom destroys an enemy, all of the souls that were sent to that enemy come back to Unholy Engine bringing another one with them. If Unholy Engine doesn't have any souls, she shoots out her own, which visits every living machine, from the closest to the furthest one, dealing damage to enemies, repairing allies and, then, returning to her owner. If it destroys an enemy, it takes their soul with it, which deals extra damage on the next enemies visited and extra repair on the next allies visited. All of Underworld Escapee's effects for souls that leave and return to Unholy Engine apply to Doom as well, including lost and regained HP "slots". (Unholy Engine libera todas as suas almas, que perseguem automaticamente seus donos originais onde quer que estejam, caso estejam vivos. Almas que pertençam a pilotos que estejam destruídos são direcionadas ao inimigo mais próximo. Inimigos recebem dano e aliados recebem reparo por cada alma que os atinja. Caso Doom destrua um inimigo, todas as almas que lhe foram enviadas retornam a Unholy Engine, trazendo consigo mais uma. Caso Unholy Engine não possua nenhuma alma, ela dispara a sua própria, que visita todas as máquinas vivas causando dano a inimigos, reparo a aliados e retornando à sua dona em seguida. Caso destrua um inimigo, a alma de Unholy Ghost leva consigo a alma do alvo, que causa dano e reparo adicionais aos próximos aliados e inimigos visitados. Todos os efeitos de Underworld Escapees referentes a almas que deixam e retornam a Unholy Engine, incluindo "casas" de HP perdidas e recuperadas, se aplicam também a Doom.)
  6. 1 point
    Portugues English Français Ideia para as skins de Metalophobia/ Evento de Halloween, todas serão skins Heavy Metal Idea for the skins of Metalophobia / Halloween Event, all will be skins Heavy Metal Idée pour les peaux de Metalophobia / Halloween, toutes les peaux seront Heavy Metal PHOTON Ideia base: Fantasma da Opera Nome da Skin (sugestão): Photon of the Opera Aparencia do Piloto: A Photon usaria um Smoking completo de cor preta com uma blusa branca por baixo, usaria tambem uma mascara cobrindo metade do rosto, na imagem ela estaria fazendo uma reverencia de palco porem olhando diretamente para o jogador com um Sorriso psicotico Aparencia da Maquina e Skills: O carro dela seria todo preto porem com o lado direito da frente branco (representando a mascara), a parte de tras do carro sairia canos de Orgão. Os diamantes de Harder e Better seriam substituidos por mascaras, ja o rastro de Faster seria teclas de orgão Basic idea: Phantom of the Opera Skin Name (suggestion): Photon of the Opera Pilot Appearance: Photon would wear a full Black Tuxedo with a white blouse underneath, would also wear a mask covering half of the face, in the image she would be doing a bow of stage but looking directly at the player with a psychotic Smile Apparition of the Machine and Skills: Her car would be all black but with the right side of the white front (representing the mascara), the back of the car would leave Organ pipes. Harder and Better diamonds would be replaced by masks, since the Faster Trail would be organ keys Idée de base: Le fantôme de l'opéra Nom de la skin (suggestion): Photon of the Opera Apparence du pilote: Photon porterait un smoking noir complet avec un chemisier blanc en dessous, un masque couvrant la moitié du visage, dans l'image où elle ferait un arc de scène mais regarderait directement la joueuse avec un sourire psychotique. Apparition de la machine et des compétences: sa voiture serait toute noire mais avec le côté droit de l'avant blanc (représentant le mascara), l'arrière de la voiture laisserait des tuyaux d'orgue. Les diamants plus durs et meilleurs seraient remplacés par des masques, puisque le sentier plus rapide serait une clé d'orgue CLUNKER Ideia base: Esqueletos Nome da Skin (sugestão): Skull Brothers (Leia o texto ouvindo Megalovania :v) Aparencia do Piloto: Os dois seriam basicamente esqueletos caipiras com cara de mal Aparencia da Maquina e Skills: O carro seria preto e teria desenhos da caixa torácica branca pelo carro como se fosse um Raio-X. O Guincho seria substituido por uma mão esqueletica, os raio de SHOCK AWAY e Singularity seriam costelas. Basic idea: Skeletons Skin Name (suggestion): Skull Brothers (Read the text listening to Megalovania: v) Appearance of the Pilot: The two would be basically skeletons with bad faces Appearance of the Machine and Skills: The car would be black and would have drawings of the white rib cage by the car as if it were an X-ray. The Guicho would be replaced by a skeletal hand, the radius of SHOCK AWAY and Singularity would be ribs. Idée de base: les squelettes Nom de la skin (suggestion): Skull Brothers (Lisez le texte en écoutant Megalovania: v) Apparence du pilote: les deux seraient essentiellement des squelettes avec de mauvais visages Apparence de la machine et des compétences: La voiture serait noire et aurait des dessins de la cage thoracique blanche près de la voiture comme s'il s'agissait d'une radiographie. Le Guicho serait remplacé par une main squelettique, le rayon de SHOCK AWAY et Singularity seraient des côtes. STINGRAY Ideia base: Por ser um Otaku, seria baseado em Yokais (mais especificamente em Kitsune ou Kyuubi, a raposa de nove caldas) Nome da Skin (sugestão): Kitsune Illusion Aparencia do Piloto: Ele usaria um Kimono com detalhes azuis, ele estaria com uma mascara de raposa (imagem abaixo) presa do lado da cabeça. Aparencia da Maquina e Skills: O carro seria branco com detalhes de fogo fantasmagorico tipico de Yokais (De uma olhada na primeira, terceira e quarta imagens), o aerofolio do carro será as 9 caldas da Kyuubi. As habilidades dele serão baseadas em referencias a Yokais e Espiritos usados em animes e mangas, Discs of Doom (Primeira habilidade) será substituido por 3 Onibis (veja quarta imagem), Power Wave (segunda habilidade) será substituido por um desenho das 9 caldas da Kyuubi, a Ultimate será uma rajada de fogo espiritual. Base idea: Being an Otaku, it would be based on Yokais (more specifically on Kitsune or Kyuubi, the nine-fox fox) Skin Name (suggestion): Kitsune Illusion Pilot Appearance: He would wear a Kimono with blue details, he would have a fox mask (pictured below) attached to the side of the head. Appearance of Machine and Skills: The car would be white with details of Yokai's typical phantasmagoric fire (At a glance on the first, third and fourth images), the car's aerofolio will be the Kyuubi's 9 grooves. His abilities will be based on references to Yokais and Spirits used in anime and manga, Discs of Doom will be replaced by 3 Onibis (see fourth image), Power Wave (second skill) will be replaced by a drawing of 9 Kyuubi, the Ultimate will be a burst of spiritual fire. Idée de base: étant un Otaku, il serait basé sur le Yokais (plus spécifiquement sur Kitsune ou Kyuubi, le renard à neuf renards) Nom de la skin (suggestion): Kitsune Illusion Apparence du pilote: il porterait un kimono avec des détails bleus, un masque de renard (illustré ci-dessous) fixé sur le côté de la tête. Apparence de la machine et des compétences: La voiture serait blanche avec des détails du feu fantasmagorique typique de Yokai (en un coup d'œil sur les première, troisième et quatrième images), l'aérofolio de la voiture sera constitué des 9 rainures de la Kyuubi. Ses capacités seront basées sur des références aux Yokais et aux esprits utilisés dans les mangas et animes, Discs of Doom sera remplacé par 3 Onibis (voir quatrième image), Power Wave (deuxième compétence) sera remplacé par un dessin de 9 Kyuubi, l'Ultime sera un éclat de feu spirituel. KILLER J Ideia base: Marionete/ brinquedo assombrado Nome da Skin (sugestão): Master of Puppets Aparencia do Piloto: Ele seria uma Marionete feita de pano cheio de retalhos Aparencia da Maquina e Skills: O carro seria um carro a corda bem parecido como um brinquedo mesmo. Os misseis de Wait for it... (Segunda habilidade) seriam carrinhos de brinquedo, Punchline (terceira habilidade) soltaria cordas com bolas presas (Batbag terceira imagem), as animações de ativação de Twist The Metal (primeira habilidade) e The Big Joke seriam sombras feitas por uma mão gigante. Basic idea: Marionette / haunted toy Skin Name (suggestion): Master of Puppets Appearance of the Pilot: He would be a Puppet made of cloth full of patchwork Appearance of Machine and Skills: The car would be a rope-like car much like a toy itself. The Wait for it missiles would be toy cars, Punchline (third skill) would release strings with balls attached (Batbag third image), the activation animations of Twist The Metal (first skill) and The Big Joke they would be shadows made by a giant hand. Idée de base: Marionette / jouet hanté Nom de la skin (suggestion): Master of Puppets Apparence du pilote: il s'agirait d'une marionnette en tissu rempli de patchwork Apparence de la machine et des compétences: La voiture serait une voiture semblable à une corde, un peu comme un jouet en soi. Les missiles Wait for it seraient des autos miniatures, Punchline (troisième compétence) libérerait des ficelles avec balles attachées (troisième image de Batbag), les animations d'activation de Twist The Metal (première compétence) et The Big Joke. ils seraient des ombres faites par une main géante. FULL METAL JUDGE Ideia base: Van Helsing Nome da Skin (sugestão): Full Metal Helsing Aparencia do Piloto: Van Helsing completo, sem tirar nem por, a pistola seria substituida por uma besta Aparencia da Maquina e Skills: O carro seria todo preto e teria partes com aspecto de couro, a pistola seria substituida por uma besta. No modo defesa ele atiraria dardos de prata, ja no modo ataque, atiraria flechas de prata. Basic idea: Van Helsing Skin Name (suggestion): Full Metal Helsing Appearance of the Pilot: Van Helsing complete, without taking nor for, the pistol would be replaced by a beast Appearance of the Machine and Skills: The car would be all black and would have leather-looking parts, the pistol would be replaced by a beast. In defense mode he would shoot silver darts, already in attack mode, would shoot silver arrows Idée de base: Van Helsing Nom de la skin (suggestion): Full Metal Helsing Apparence du pilote: Van Helsing complet, sans prendre ni pour, le pistolet serait remplacé par une bête Apparence de la machine et des compétences: La voiture serait toute noire et aurait des parties en cuir, le pistolet serait remplacé par une bête. En mode défense, il tirerait des fléchettes d'argent, déjà en mode attaque, tirerait des flèches d'argent DIRT DEVIL Ideia base: Demonio Nome da Skin (sugestão): Demoniac Corsair Aparencia do Piloto: Ele seria um demonio vermelho esverdiado, o seu moicano seria substituido por chifres e seu braço mecanico seria substituido por um tridente demoniaco. Fat Jhonny seria um mini demonio alado Aparencia da Maquina e Skills: O carro seria vermelho e teria chifres e uma calda pontuda substituiria a bandeira. O arpão seria substituido por um tridente demoniaco, as minas seriam substituidas por Chifres, a mira de GET'EM BOYZ! seria substituida por um pentagrama flamejante e a Ultimate seria um portal para o inferno que invoca uma mão gigante que pega os inimigos. Basic idea: Demon Skin Name (suggestion): Demoniac Corsair Appearance of the Pilot: He would be a red-green demon, his mohawk would be replaced by horns and his mechanical arm would be replaced by a demonic trident. Fat Jhonny would be a winged mini demon Appearance of the Machine and Skills: The car would be red and would have horns and a pointed syrup would replace the flag. The harpoon would be replaced by a demonic trident, the mines would be replaced by Horns, the sight of GET'EM BOYZ! would be replaced by a flaming pentagram and the Ultimate would be a portal to hell that invokes a giant hand that takes the enemies. Idée de base: démon Nom de la skin (suggestion): Corsaire démoniaque Apparence du pilote: il serait un démon rouge-vert, son mohawk serait remplacé par des cornes et son bras mécanique serait remplacé par un trident démoniaque. Fat Jhonny serait un mini démon ailé Apparence de la machine et des compétences: La voiture serait rouge et aurait des cornes et un sirop pointu remplacerait le drapeau. Le harpon serait remplacé par un trident démoniaque, les mines seraient remplacées par Horns, la vue de GET'EM BOYZ! serait remplacé par un pentagramme enflammé et l'Ultime serait un portail vers l'enfer qui invoque une main géante qui prend les ennemis. WINDRIDER Ideia base: Grimm Reaper Nome da Skin (sugestão): Soul Reaper Aparencia do Piloto: Ela continuaria verde, porem ganharia um capuz preto e uma foice. Aparencia da Maquina e Skills: O carro teria uma caveira na frente com um manto preto que cobre o carro todo. A aguia seria substituida por uma caveira, os bufalos seriam um Reaper voador de braços abertos, os cavalos seriam substituidos por Cerberus. Basic idea: Grimm Reaper Skin Name (suggestion): Soul Reaper Pilot's appearance: She would still be green, but would get a black hood and a scythe. Appearance of the Machine and Skills: The car would have a skull in the front with a black cloak that covers the whole car. The eagle would be replaced by a skull, the buffaloes would be a flying Reaper with open arms, the horses would be replaced by Cerberus. Idée de base: Grimm Reaper Nom de la skin (suggestion): Soul Reaper Apparence du pilote: elle serait toujours verte mais obtiendrait une cagoule noire et une faux. Apparence de la machine et des compétences: La voiture aurait un crâne à l'avant avec un manteau noir qui couvre toute la voiture. L'aigle serait remplacé par un crâne, les buffles seraient une Faucheuse volante à bras ouverts, les chevaux seraient remplacés par Cerberus. WILDFIRE Ideia base: Vampira Nome da Skin (sugestão): Dracula's Bride Aparencia do Piloto: Usaria roupas vitorianas remetendo ao preto e o vermelho, sua pele mudaria de bronzeada para palida, teria mechas brancas no cabelo e as presas não podem faltar. Aparencia da Maquina e Skills: O carro teria um Desing mais puxado ao retro, com partes em madeira e com referencias a arte Gotica (veja exemplo abaixo). Flaming Sphere seria trocado por um morcego voando, Blast of fire viraria uma horda de morcegos rodando o carro dela (classico de desenhos com vampiros), Volcanic Road viraria espinhos de cerca gotica e a Ultimate viraria uma explosão de magia de sangue Basic idea: Vampira Skin Name (suggestion): Dracula's Bride Pilot's Appearance: I would wear Victorian clothes referring to black and red, his skin would change from tan to pale, would have white streaks in his hair and his fangs could not be missing. Appearance of the Machine and Skills: The car would have a Desing more pulled to the retro, with parts in wood and with references to Gotic art (see example below). Flaming Sphere would be traded for a flying bat, Blast of Fire would turn one horde of bats into her car (classic vampire cartoon), Volcanic Road would turn Gothic fences into spikes, and Ultimate would turn out to be a blood spell explosion Idée de base: Vampira Nom de la skin (suggestion): Dracula's Bride Apparence du pilote: Je porterais des vêtements victoriens faisant référence au noir et au rouge, sa peau changerait de bronzage à pâle, des mèches blanches dans les cheveux et ses crocs ne pourraient pas manquer. Apparence de la machine et des compétences: La voiture aurait une conception plus tirée au rétro, avec des pièces en bois et avec des références à l'art gotique (voir exemple ci-dessous). Flaming Sphere serait échangée contre une batte volante, Blast of Fire transformerait une orbe de chauve-souris en voiture (caricature classique de vampire), Volcanic Road transformerait les clôtures gothiques en pics, et Ultimate deviendrait une explosion de sortilège de sang. METAL HERALD Idea by [BOT]Windrider Ideia base: Lich Nome da Skin (sugestão): Sect's Lich Aparencia do Piloto: Os trages serão como do Secto mesmo, porem com uma armadura pesada em volta e aparencia de caveira (imagens abaixo Aparencia da Maquina e Skills: O carro teria um design que misturaria Sombras e Gelo, as runas da parte da frente poderiam ser substituidas por cristais de gelo e o simbolo do Secto por uma caveira. Shadow Stroke viraria um projetil como FrostBolt, Runes of Sacrifice teria um design de correntes, o Boost ele se envolveria em sombra e gelo ja a ultimate seria como Dead and Decay de WOW. Basic idea: Lich Skin Name (suggestion): Sect's Lich Appearance of the Pilot: The trages will be as of the same Sect, but with a heavy armor around and appearance of skull (images below Appearance of the Machine and Skills: The car would have a design that would blend Shadows and Ice, the runes from the front could be replaced by ice crystals and the symbol of the Secto by a skull. Shadow Stroke would turn a projectile like FrostBolt, Runes of Sacrifice would have a chains design, the Boost it would be involved in shade and ice already the ultimate would be like WOW Dead and Decay. Idée de base: Lich Nom de la skin (suggestion): Sect's Lich Apparence du pilote: les tragédies seront identiques à celles de la même Secte, mais avec une armure lourde et une apparence de crâne (images ci-dessous). Apparence de la machine et des compétences: La voiture aurait un design qui mélangerait les ombres et la glace, les runes de l'avant pourraient être remplacées par des cristaux de glace et le symbole de la secto par un crâne. Shadow Stroke transformerait un projectile comme FrostBolt, Runes of Sacrifice aurait un design de chaînes, le Boost serait impliqué dans l'ombre et la glace, le nec plus ultra serait comme WOW Dead and Decay. ICEBRINGER Ideia base: Zumbi Nome da Skin (sugestão): Hel-Blár Draugr (Tradução do Islandes: Morto Vivo Azul da Morte) Aparencia do Piloto: Um zumbi nordico, Ele possuiria pele cinza-azulada e olhos azuis brilhantes alem do corpo decomposto, ele teria algas presas em partes da cabeça. Aparencia da Maquina e Skills: A parte da frente do caminhão seria como uma cabeça de zumbi se decompondo, o nucleo de gelo seria um Cerebro pulsante. Os golpes iceberg e Hauling Ice seriam bolos de carnes e musculos como a gosma do gif abaixo, a corrente de hauling Ice seria substituida por intestinos, a Ultimate e o Ice Block seriam fumaças (ja que nas lendas, um Draugr sai da terra como uma nuvem de fumaça). Basic idea: Zombie Skin Name (suggestion): Hel-Blár Draugr (Translation of the Islandes: Undead Blue of Death) Pilot's Appearance: A Nordic zombie, He would have blue-gray skin and bright blue eyes besides the decomposed body, he would have algae trapped in parts of his head. Appearance of the Machine and Skills: The front of the truck would be like a zombie head decomposing, the ice core would be a pulsating Brain. The iceberg blows and Hauling Ice would be meat and muscle cakes like the goo of the gif below, the stream of hauling Ice would be replaced by intestines, the Ultimate and the Ice Block would be fumes (since in the legends, a Draugr leaves the earth like a cloud of smoke). Idée de base: Zombie Nom de la skin (suggestion): Hel-Blár Draugr (Traduction des Islandes: Dead Live Blue of Death) Apparence du pilote: un zombie nordique, il aurait la peau bleu-gris et des yeux bleu vif en plus du corps décomposé, des algues emprisonnées dans certaines parties de sa tête. Apparence de la machine et des compétences: L'avant du camion ressemblerait à une tête de zombie en décomposition, le noyau de glace serait un cerveau pulsant. Les icebergs soufflent et transportent Ice sont des gâteaux à la viande et aux muscles semblables à ceux du gif ci-dessous, le flux de transport de la glace est remplacé par des intestins, l'Ultimate et le Ice Block sont des émanations nuage de fumée (Comme les légendes un Draugr sur le sol comme un nuage de fumée). STARGAZER Ideia base: Espantalho Nome da Skin (sugestão): Scarebogey Aparencia do Piloto: Ela ficaria na posição T, suas blusas seriam feitas de trapos e seu rosto estaria atrás de um pano todo retalhado, seu cabelo seria feito de palha, teria um sorriso macabro e olhos brilhantes, ela carregaria um Forcado em uma das mãos Aparencia da Maquina e Skills: Seria uma bola de pano retalhada com olhos brilhantes, as "asas" seriam feitas de palha e a Antena seria o chapeu. Orbital Bean seria um ataque de corvos em circulo, ja Life Support System seria feito de ramos de planta que brotam do chão, quando se teleporta, forma uma bola de palha sendo levada ao vento. Basic idea: Scarecrow Skin Name (Suggestion): Scarebogey Pilot's appearance: She would be in the T position, her blouses would be made of rags and her face would be behind a ragged cloth, her hair would be made of straw, she would have a macabre smile and bright eyes, she would carry a Forcado in one hand Appearance of the Machine and Skills: It would be a ball of cloth cut with bright eyes, the "wings" would be made of straw and the Antenna would be the hat. Orbital Bean would be an attack of crows in circle, already Life Support System would be made of plant branches that sprout from the ground, when teleport, forms a ball of straw being carried in the wind. Idée de base: Épouvantail Nom de la skin (suggestion): Scarebogey Apparence du pilote: elle serait en position T, ses chemisiers seraient faits de chiffons et son visage serait derrière un tissu déchiqueté, ses cheveux seraient en paille, elle aurait un sourire macabre et des yeux brillants, elle porterait une Forcado dans une main Apparence de la machine et des compétences: Ce serait une boule de tissu coupée aux yeux brillants, les "ailes" seraient en paille et l'Antenne serait le chapeau. Le haricot orbital serait une attaque de corbeaux dans le cercle, déjà le système de support de vie serait fait de branches de plantes qui poussent du sol, quand téléporter, forme une boule de paille emportée par le vent. PEACEMAKER Ideia base: Aliens e UFOS Nome da Skin (sugestão): Space Troop Aparencia do Piloto: São aliens, podem soltar a criatividade Aparencia da Maquina e Skills: A maquina seria um UFO que ficaria flutando, o canhão da parte de cima seria substituido por uma parabolica. Supremacy Shot seria um laser que sairia da parbolica, Bulls Eye soltaria um laser da morte e o alvo teria o simbolo generico de aliens, Ja Red Carpet seria um laser gigante vindo do espaço Base idea: Aliens and UFOS Skin Name (suggestion): Space Troop Pilot Appearance: They are aliens, can unleash creativity Machine and Skills Appearance: The machine would be a floating UFO, the top cannon would be replaced by a parabolic. Supremacy Shot would be a laser that would come out of the parbolic, Bulls Eye would release a laser of death and the target would have the generic symbol of aliens, Ja Red Carpet would be a giant laser from space. Idée de base: Aliens et OVNIS Nom de la peau (suggestion): Space Troop Apparence du pilote: ce sont des extraterrestres qui peuvent libérer la créativité Apparence de la machine et des compétences: La machine serait un OVNI flottant, le canon supérieur serait remplacé par un parabolique. Supremacy Shot serait un laser sortant du parabolique, Bulls Eye libèrerait un laser de mort et la cible aurait le symbole générique d'extraterrestres, Ja Red Carpet serait un laser géant de l'espace. VULTURE Ideia base: Jason Voorhess Nome da Skin (sugestão): Vultrhees Aparencia do Piloto: Ele usaria uma mascara de Hockey e uma jaqueta Aparencia da Maquina e Skills: A moto seria estilizada com sangue, couro e pele. As laminas seriam basicamente a faca do Jason, ja Soul Ravage poderia ter o formato da mão derformada dele Base idea: Jason Voorhess Skin Name (suggestion): Vultrhees Rider Appearance: He would wear a hockey mask and a jacket Machine & Skills Appearance: The bike would be stylized with blood, leather and skin. The blades would basically be Jason's knife, as Soul Ravage could be shaped like his deformed hand Idée de base: Jason Voorhess Nom de la peau (suggestion): Vultrhees Apparence du coureur: Il porterait un masque de hockey et une veste Apparence de la machine et des compétences: Le vélo serait stylisé avec du sang, du cuir et de la peau. Les lames seraient essentiellement le couteau de Jason, car Soul Ravage pourrait avoir la forme de sa main déformée.
  7. 1 point
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  8. 1 point
    Name: Hourglass Role: Support Graphic concept: It'd look somewhat like this, only it would have a cuckoo clock in front of the engine and a tall hourglass at the back, which would spin when the weapons got activated. The rear wheels would be huge like a tractor's, but thin like a bycicle's, and would share the hourglass' axis. (Seria algo parecido com isso, porém com um relógio cuco na frente do motor e uma alta ampulheta na traseira, que giraria sempre que uma arma fosse usada. As rodas traseiras seriam grandes como as de um trator, porém finas como as de uma bicicleta, e teriam seu eixo compartilhado com a ampulheta.) Concept: A time-bending support who'd manage allies' and enemies' autorepair, cooldowns and overall speeds. (Um suporte dobrador do tempo que trabalharia com autorreparo, cooldowns e velocidades em geral de aliados e inimigos.) Lore: A man from out of his time (quite literally). He says he came back from the future to prevent a great evil, but keeps such evil in absolute secrecy, claiming he would not be able to acomplish his mission if ever it was made public. (Um homem fora de seu tempo (literalmente). Ele afirma ter vindo do futuro para prevenir um grande mal, mas mantém esse mal em segredo absoluto, alegando que não seria capaz de cumprir sua missão caso ele fosse revelado.) HP: 500 Mobility lvl: 5/6 Passive: Timelessness Hourglass can move and use weapons at normal speed during slow motion events such as bomb dusputes (in practical terms, he gets ultra fast during such events). (Hourglass pode se mover e usar armas em velocidade normal durante eventos de câmera lenta como disputas pela bomba (na prática ele fica super rápido nesses momentos). Q: Fast Forward Hourglass shoots forward the cuckoo from his clock. The first ally hit gets his overall time speed doubled for 0,75s (not just the car's speed, but the general movement speed, as if they were in a 2x speed video record). This also doubles their weapons' cooldown speed and autorepair speed (either getting the autorepair to start sooner or quickening it's effect). If the cuckoo hits an enemy, it deals the opposite effect, making them move in slow motion for 0,75s. (Hourglass dispara o cuco de seu relógio à frente. O primeiro aliado atingido tem sua velocidade temporal dobrada por 0,75s (não só a velocidade do carro, mas a velocidade de movimentação geral, como se ele estivesse num vídeo com 2x velocidade de reprodução). Esse efeito também dobra a velocidade do cooldown das armas e a velocidade do autorreparo (seja acelerando o acionamento do autorreparo ou seu efeito). Caso o cuco atinja um inimigo, ele causa o efeito oposto, deixando-o em câmera lenta por 0,75s.) W: Deja Vu Hourglass creates a big pair of watch hands in front of him. The bigger one, with medium lenght, circles around Hourglass 3 times over 3s counterclockwise. If it hits an enemy, it nulyfies the effects of the last weapon used by them, repairing damaged targets, damaging repaired targets and removing sabotage effects, shields and such that happen to still be active. The smaller one, with half the first one's lenght, circles around Hourglass 1 time over 3s clockwise. If it hits an ally, it reproduces the last weapon used by them on every target hit, dealing damage, repair and any sabotage effects on the same amounts dealt on the first time. The ally hit by this watch hand also gets their autorepair charging speed doubled either until the autorepair starts or until they receive damage. (Hourglass cria um grande par de ponteiros de relógio à sua frente. O ponteiro maior, com comprimento médio, contorna Hourglass 3 vezes ao longo de 3s em sentido anti-horário. Caso atinja um inimigo, ele anula os efeitos da última arma usada pelo mesmo, reparando alvos danificados, danificando alvos reparados e removendo efeitos de sabotagem, escudos etc. que ainda estejam ativos. O ponteiro menor, com metade do comprimento do primeiro, contorna Hourglass 1 vez ao longo de 3s em sentido horário. Caso atinja um aliado, ele reproduz os efeitos da última arma usada pelo mesmo sobre todo alvo atingido, causando dano, reparo e efeitos de sabotagem em igual proporção ao que fora causado na ativação normal da arma. Além disso, a velocidade de carregamento do autorreparo do aliado atingido é dobrada até que seja iniciado o autorreparo ou até que o alvo receba dano de qualquer fonte.) E: Pushing Time Hourglass receives himself the effects of Fast Forward. (Hourglass recebe sobre si mesmo os efeitos de Fast Forward.) R: Time Lapse The big hourglass behind Hourglass explodes, spreading sand on a medium-wide area around him, which triggers the autorepair on every ally hit. Also, every enemy hit stops in time (movement, weapons' cooldown, autorepair etc.) for 1s, getting back their speed slowly and gradually over the following 2s. The sand moves back to Hourglass at the same speed as the enemies hit and the hourglass gets rebuilt at the end os the total 3s. (A grande ampulheta atrás de Hourglass explode, espalhando areia numa área média-grande ao seu redor que ativa o autorreparo em todo aliado atingido. Além disso, todo inimigo atingido para no tempo (movimento, cooldown de armas, autorreparo etc.) por 1s, recuperando sua velocidade lenta e gradativamente ao longo dos 2s seguintes. A areia retorna a Hourglass na mesma velocidade que a dos inimigos atingidos e a ampulheta se reconstrói completamente ao final dos 3s totais.)
  9. 1 point
    Name: Bombshell Role: Interceptor Graphic concept: A small truck carrying a s***load of explosives, with packs of plastic bombs attached to it on all sides and a big clock surrounded by colored wires on it's top. (Um caminhão pequeno carregado de bombas, com pacotes de explosivo plástico presos em todos os lados de sua carroceria e um grande relógio cercado por fios coloridos no topo.) Concept: An area-damage-dealing interceptor. (Um interceptador focado em dano em área.) Lore: A young lady with an unsatiable thirst for destruction. She gets off of watching big explosions and generalized wreckage. If there's anyone fighting at the HMM arena solely for the sheer orgasmic pleasure of it, that's her. (Uma jovem moça com um insaciável apetite por destruição. Ela se excita ao assistir grandes explosões e caos generalizado. Se há alguém competindo na arena de HMM exclusivamente pelo simples prazer orgásmico de fazê-lo, esse alguém é ela.) HP: 600 Mobility lvl: 3/6 Passive: Short Temper Bombshell has explosives all around her car. Whenever she takes at least 50 single-shot damage, one of them explodes, dealing damage to enemies close by. If she gets destroyed by that damage, the range of the explosion doubles. (Bombshell tem explosivos em volta do carro inteiro. Quando quer que ela receba ao menos 50 de dano único, um deles explode, causando dano a inimigos muito próximos. Caso ela seja destruída por esse dano, o alcance da explosão é dobrado.) Q: Sticky Bomb Bombshell shoots an adhesive bomb forward, which sticks to an enemy, a wall or to the ground and explodes automatically after 3s, dealing damage in a small area. (Bombshell dispara uma bomba adesiva à frente, que se prende a um inimigo, a uma parede ou ao chão e explode automaticamente após 3s, causando dano numa pequena área.) Second activation: Explodes the bomb immediately. (Segunda ativação: Explode a bomba imediatamente.) W: Grenade Launcher Bombshell shoots a grenade forward and upward, on a parabole, which explodes if it falls upon an enemy, but bounces up to 2 times if it hits the ground, exploding on the third hit. In any case, the explosion deals damage on a medium area. The grenade may be shot over walls. (Bombshell dispara uma granada para o alto à frente, que descreve uma trajetória parabólica e explode caso caia sobre um inimigo, mas quica até 2 vezes caso caia no chão, explodindo no terceiro impacto. Em ambos os casos, a explosão causa dano numa área média. A granada pode passar sobre paredes.) E: Little Push Bombshell releases a spherical bomb from her trunk, which rolls back shortly and quickly explodes behind her, dealing damage on a medium area and pushing enemies. Bombshell also gets drastically pushed forward by the explosion. (Bombshell libera uma bomba esférica de seu bagageiro, que rola brevemente no chão para trás e rapidamente explode, causando dano numa área média e empurrando inimigos. Bombshell também é empurrada drasticamente para a frente pela explosão.) R: Kamikaze The clock on top of Bombshell is activated and counts down 3s, after which time Bombshell herself explodes, dealing high damage on a medium-wide area around her and leaving her with only 1 HP. In case she gets destroyed before the end of the countdown, she explodes on spot, dealing extra damage, which means Kamikaze cannot be stopped by having Bombshell killed. (O relógio sobre Bombshell é ativado e conta 3s, tempo após o qual a própria Bombshell explode, causando alto dano numa área média-grande ao seu redor e deixando-a com apenas 1 HP. Caso ela seja destruída antes do fim da contagem dos 3s, ela explode imediatamente, causando dano extra, o que significa que Kamikaze não pode ser impedido destruindo Bombshell.)
  10. 1 point
    /VERSION FRANÇAISE, N'hésitez-pas à traduire proprement ce post dans votre propre langue maternelle pour aider les autres joueurs à mieux comprendre l'idée !/ Bonjour à tous 👋 Cela fait plusieurs mois que j'essaye d'accroître ma compréhension du jeu et m'améliorer par la même occasion. Pour cela, j'ai participé à de nombreuses parties personnalisées, au ranked, pris part à des tournois de régions ou aux Metal Leagues de tous les serveurs actifs (EUropéen, Sud Américain et Nord Américain). Après toute cette expérience, il m'est venue une idée à propos d'un nouveau mode de sélection des machines : "BOX single-pick" (Nom de code "SYNERGY") Qu'est-ce que c'est ? L'idée de base est très simple : Chaque équipe ne peut sélectionner chaque machine qu'une seule fois pendant l'intégralité du BOX (Best Of X matches/Le plus de matchs gagnés parmi X). Vu que l'on a 17 pilotes pour le moment, cela signifierait jouer des BO3 avec 8 (ou 12 s'il y a besoin d'un match de départage) machines différentes pour chaque équipes. J'en ai discuté avec Birikita et on s'est dits que le meilleur moyen d'utiliser l'idée serait d'autoriser les sélections "miroir" tout en utilisant l'ordre de sélection actuelle du mode draft classique utilisé en tournoi (de cette façon, il est possible de s'adapter/de contrer les choix de l'ennemi au fur et à mesure sans choisir une composition à l'aveugle). (On pourrait même étendre le system de "machine unique" en comptant le score plutôt que les matchs gagnés, ce qui nous permettrait de voir plus de machines et jouer plus de matches par affrontements d'équipes) Pourquoi est-ce que je pense que ce nouveau système de sélection pourrait être SENSACIONAL ?!? Ça synergise les styles de jeu habituels des serveurs Sud Américains et Européens (Je suis attaché à cette idée de rapprochement entre les joueurs malgré le ping) dans un format de BO où il y aurait un aspect stratégique encore plus étendu et qui permettrait d'utiliser les mécaniques de compositions/sélection de machine miroir (qui n'aimerait pas contrer un Rampage avec un autre Rampage en compétitif ? 😍) et limiterait l'effet boule de neige de l'optimisation de compositions d'équipes autour du pilote OP (fumé) de la méta du moment. Ça permettrait autant aux "experts" de chaque machine de vraiment montrer ce dont ils sont capables à leur maximum tout en permettant aux joueurs qui sont bons avec beaucoup/toutes les machines de vraiment peser sur la compétition. D'un point de vue compétitif, cela permettrait aux vétérans de mettre sur un pied d'égalité la selection/l'aspect stratégique et la maîtrise/expertise des machines (Pour l'instant, le format ouvert "all-pick" du casual/phases de qualification de la Metal League néglige l'aspect de sélection/stratégie et le format draft+ban utilisé en tournois et en finale de la Metal League donne trop d'avantage aux équipes qui connaissent les points forts et faibles de leurs adversaires par l'aspect social). D'un point de vue visionnage/stream, ça permettrait aussi d'avoir des matchs plus spectaculaires et avec plus d'actions techniques, ce qui est toujours une bonne chose. Le "seul point négatif" serait que le système serait utilisable principalement par les équipes possédant toutes les machines et ayant le plus d'expérience. Du coup, l'usage théoriquement idéal pour ce système serait de l'utiliser dans des rencontres "ALL-STARS" avec toutes les meilleures équipes anciennes et actuelles provenant de tous les serveurs. N'hésitez pas à commenter, nous dire ce que vous pensez de cette idée ou même comment nous pourrions l'améliorer ! Si vous pensez que ça vaut le coup d'essayer ce système, réagissez et faîtes le nous savoir en commentant si vous et votre équipe êtes intéressés : si nous avons assez d'équipes, nous voudrions créer et gérer un tournoi amical sur le serveur NA (le plus central et sur la carte MGA) pour essayer l'idée (le reste du format n'est pas encore défini, mais si nous avons assez d'admin pour s'en occuper, on pourrait même différer les matchs et laisser les équipes organiser leurs calendriers comme ça les arrange et contacter un admin pour vérifier/commenter/streamer les parties personnalisées au lieu d'avoir tout le tournoi sur un seul jour d'un week-end 😎). MISE À JOUR 07/10: J'ai eu l'occasion de tester le système avec l'aide de l'équipe VCK (Спасибо, дорогие бета-тестеры!): Nous avons fait 3 matches sans bans et le résultat était très équilibré et intéressant. Si l'équilibre général entre les machines est totalement imba, j'ai pensé que nous pouvions demander des votes pour interdire certaines machines extrêmement complexes pour tout le tournoi (ou les tournois) avec l'accord de la majorité des joueurs. Mais le système que je propose a aussi une alternative avec les contre-choix (mirroirs) des machines IMBA et des "soft-bans" (par opposition aux interdictions classiques qui donnent trop d'avantages sociaux / d'espionnage des équipes). Cela m'a donc donné plus d'idées sur l'équilibre: La 1ère version serait la plus équilibrée et la plus stratégique "sans interdictions" (fonctionne mieux avec une méta équilibrée): Format de matchs Best Of 3 (BO3). L'équipe qui marque le plus de buts gagne. Si les deux équipes ont le même score, celle avec le plus de matchs remportés gagne le BO3. Un 3ème match peut avoir lieu si une équipe gagne 3-2 et 3-2 lors des premiers matches (l'équipe adverse devra alors gagner 3-0 pour remporter le BO3). Chaque équipe peut ne peut choisir chaque machine qu' une seule fois pour toute la durée du BO3. Les "réserves de machines" du jeu (actuellement 17 machines pour les DEUX équipes) sont distinctes, ce qui signifie que vous pouvez choisir des machines identiques/miroirs à celles de l'équipe adverse. Le système de draft suivant sera utilisé avant les matchs : Les deux équipes choisiront les machines une par une (Équipe X - Équipe Y) 4 fois. Pour le 1er draft, l’équipe la mieux classée (meilleur seed) choisit en dernier (cette équipe sera appelée "Équipe 1") : l'ordre sera (Équipe 2 - Équipe 1) 4 fois. Pour les 2èmes et 3èmes drafts, l’équipe qui a perdu le match précédent du BO3 (1er ou 2eme match, respectivement) choisit en dernier : par exemple, si l’équipe 2 perd le 1er match, l’équipe 2 choisit en dernier : l'ordre sera alors (Équipe 1 - Équipe 2) 4 fois. La 2ème version "avec des soft-bans asymétriques" prendrait cette forme (intéressante même si la méta est déséquilibrée): / les points 1-2 sont les mêmes que ci-dessus /: Format de matchs Best Of 3 (BO3). L'équipe qui marque le plus de buts gagne. Si les deux équipes ont le même score, celle avec le plus de matchs remportés gagne le BO3. Un 3ème match peut avoir lieu si une équipe gagne 3-2 et 3-2 lors des premiers matches (l'équipe adverse devra alors gagner 3-0 pour remporter le BO3). Chaque équipe peut ne peut choisir chaque machine qu' une seule fois pour toute la durée du BO3. Les "réserves de machines" du jeu (actuellement 17 machines pour les DEUX équipes) sont distinctes, ce qui signifie que vous pouvez choisir des machines identiques/miroirs à celles de l'équipe adverse. Le système de draft suivant avec "soft-bans asymétriques" sera utilisé avant les matchs: Lors de chaque draft, chaque équipe empêchera une seule machine d'être choisie par l'équipe adverse, MAIS uniquement pour le match à venir (vous ne pouvez pas répéter la même interdiction deux fois, par exemple lors du 1er et du 2ème draft), l'ordre étant : Équipe X - Équipe Y. Les deux équipes choisiront les machines dans l'ordre du "draft traditionnel inversé" : Équipe X - Équipe Y - Équipe X - 2 * (Équipe Y) - 2 * (Équipe X) - Équipe Y. Pour le 1er draft, l’équipe la mieux classée (meilleur seed) choisit en dernier (cette équipe sera appelée "Équipe 1") : la séquence complète "ban + draft" est la suivante : Interdiction de l'Équipe 2 - Interdiction de l'Équipe 1, Équipe 2 - Équipe 1 - Équipe 2 - 2 * (Équipe 1) - 2 * (Équipe 2) - Équipe 1). Pour le 2ème et 3ème drafts, l’équipe qui a perdu le match précédent du BO3 (1er ou 2eme matchs, respectivement) choisit en dernier : Par exemple, si l’Équipe 2 perd le 1er match, l’Équipe 2 bannira et choisira en dernier (voir 3.3 pour l'ordre, et intervertir l'Équipe 2 et l'Équipe 1 si la situation inverse se produit). Je pense que beaucoup de joueurs se demandent "Quoi, pourquoi avez-vous choisi cette règle bizarre à propos du score et du 3ème match?" C’est parce que dans l’ensemble, le système est très équilibré et donne lieu à des matchs très disputés et serrés (d’autant plus si la différence des maîtrises des machines des deux équipes est faible). Ceci encourage également différentes approches stratégiques du BO3 et incite à garder un œil sur la "gestion des ressources / machines", tout en ayant plus de matchs, même si le défaut de cela est la complexification de l'organisation 🙃 Je voudrais vraiment discuter de ce point et j'espère obtenir des retours et réponses à ce sujet! 👌
  11. 1 point
    Okay, I just thought about something that might be better to balance the "earned points" previous idea I had : The won points for each teams during each matches should be chosen with some kind of ELO system (except, we have to adapt it so you only win points even if you lose) and still being asymetric. But the bonus points for scoring should be shared as such : Doing the average of how many points each teams would win against each others and share with the previous formula I proposed. For instance, let's consider Team 1 being matched higher than Team 2 : Scenario 1 : Close win - If T1 wins 3-2, the "ELO system" for winning gives 25 points to the T1 (or 75 to the T2) -> 50 points in average (a % can be applied here to balance further) -> +3/5*50 for T1 and +2/5*50 for T2 ->T1 earns 55 points and T2 earns 20 - If T2 wins 3-2, the "ELO system" for winning gives 75 points to the T2 (or 25 to the T1) -> 50 points in average (a % can be applied here to balance further) -> +2/5*50 for T1 and +3/5*50 for T2 T1 earns 20 points and T2 earns 105 Scenario 2 : Absolute victory - If T1 wins 3-0, the "ELO system" for winning gives 25 points to the T1 (or 75 to the T2) -> 50 points in average (a % can be applied here to balance further) -> +50 for T1 and +0 for T2 ->T1 earns 75 points and T2 earns 0 - If T2 wins 3-0, the "ELO system" for winning gives 75 points to the T2 (or 25 to the T1) -> 50 points in average (a % can be applied here to balance further) -> +0 for T1 and +50 for T2 ->T1 earns 0 points and T2 earns 130 (Match time % and flat participation bonus are to be added like I proposed in my previous message) This way, you conserves asymetric earnings if you manage to win against a "stronger team" (or win a lot if you beat a "stronger team") in terms of rank. Maybe the average value should be set as a reference for the won/lost points and adjusted depending on the current difference of ranks between encountering teams rather than an "ELO system" (and as a bonus it should favor "catching-up" with higher-ranked teams). For instance, if we take "50" as the reference, two teams having the same rank would get the same "win bonus" of 50, and if we match 1st and last team in the rankings, the difference should be something like +/-85 (if 1st team wins, it earns 15 as a bonus, if it's the last team, it earns 185) -> This could even allow late teams to catch-up their delay.
  12. 1 point
    Name: Chancellor Role: Transporter Graphic concept: Concept: A dropper-transporter who'd be able to rush through the fighting crowds and score points more easily. (Um transportador-derrubador capaz de investir através do tumulto do combate e marcar pontos mais facilmente.) Lore: An american football player who took too many hits to the head and became a little slow in the brains. One day he realised that games would be more easily won if he tryed to took down the enemy team by ramming into them with a car. It was true. Unfortunatelly no one else remained to play with him after he proved that, so Chancellor decided to go play at the HMM arena, which seemed to him like a very similar sport. (Um jogador de futebol americano que levou muitas pancadas na cabeça e acabou perdendo alguns parafusos. Um dia ele percebeu que seria muito mais fácil ganhar as partidas se ele tentasse derrubar o time inimigo com um carro. Isso se demonstrou verdadeiro. Infelizmente não restou ninguém para a revanche depois que ele provou a eficácia de sua estratégia, então Chancellor decidiu entrar no campeonato de HMM, que lhe parecia um esporte bem semelhante.) HP: 650 Mobility lvl: 5/6 Passive: Quarterback The lenght of the connection between Chancellor and the bomb is halved. Also, Chancellor may move normally while charging a shot with the bomb (by holding the spacebar). (O comprimento da conexão entre Chancellor e a bomba é reduzido pela metade. Além disso, Chancellor pode se mover normalmente enquanto carrega um disparo com a bomba (segurando a barra de espaço).) Q: Blitz Airbags detonate on both sides of Chancellor, pushing away any adjacent enemy and dealing a little damage at impact and a little more if the target hits a wall. (Airbags são acionados em ambos os lados de Chancellor, empurrando qualquer inimigo adjacente e causando-lhe um pequeno dano no impacto e um pouco mais caso o alvo atinja uma parede.) W: Block Chancellor raises a couple of spiked training equipments at his front, which remain attached to him by springs for 4s. While Block is active, Chancellor ignores every movement penalty taken from solid projectiles and gains a huge amount of traction power, enough to push even heavy machines in frontal colisions while dealing damage to them with the spikes. Also high speed frontal colisions push them some meters away instantly. (Chancelor ergue um par de equipamentos de treino com espinhos à sua frente, que permanecem ligados a ele com molas por 4s. Enquanto Block estiver ativo, Chancellor ignora toda penalidade de movimento infligida a ele por projéteis sólidos e ganha uma enorme força de tração, suficiente para empurrar até mesmo máquinas pesada em colisões frontais enquanto lhes causa dano com os espinhos. Além disso, colisões frontais de alta velocidade os empurra alguns metros à frente instantaneamente.) E: Off Tackle Chancellor takes a leap ahead, ignoring any kind of movemente penalty dealt by solid projectiles for 1,5s. Hitting an enemy with Block on during the leap doubles the damage and the strenght of the push. (Chancellor dá um salto à frente, ignorando qualquer tipo de penalidade de movimento causada por projéteis sólidos por 1,5s. Atingir um inimigo com Block ativado durante o salto dobra o dano e a força do empurrão.) R: Touchdown Chancellor marks the lines of an american football field on the ground in front of him, with 10 horizontal lines over several meters and borders on all 4 sides. When Chancellor leaves the field through any of the borders or crosses back any line, the field vanishes and he receives repair proportional to the number of lines crossed. If Chancellor manages to cross the last line on the end of the field, he receives imunity to pushes from any sources and to any kind of sabotage effects for 6s, and gains shield equal to the repair gained that exceeds his maximum HP. (Chancellor cria marcações de um campo de futebol americano à sua frente, com 10 linhas horizontais ao longo de vários metros e bordas nos 4 lados. Ao atravessar qualquer das bordas ou retroceder uma linha, Chancellor recebe uma quantidade de reparo proporcional à quantidade total de linhas cruzadas e o campo desaparece. Caso cruze a última linha no fundo do campo, Chancellor recebe imunidade a qualquer empurrão e efeito de sabotagem por 6s, além de escudo equivalente a todo reparo recebido que exceda seu HP máximo.)
  13. 1 point
    Perfect Some of the points discussed are very similar to things we talk about in SA
  14. 1 point
    The new tutorial is still incomplete. -To start off, disable the "skip tutorial" button. You want the newcomers to actually do it, not skip it and don't understand a thing in the process of a match. -It doesn't tell the player that they can drive in reverse (and doesn't let them do it either). -It doesn't talk about dying and respawning. -It doesn't talk about the droppers/barriers and dropping mechanics (which are pretty important points to understand). -Nor does it talk about environmental hazards on the different maps (Lava/acid, sacrifice goal, bomb reflectors and treadmills). -You should encourage the newcomers to finish it (even more if you don't plan to disable the "skip tutorial" button) by offering them a pilot of their choice (out of the 3 starters, which are Stingray, Artificer and Little Monster). -To make a link with the above point, make tutorial missions, you should have 5 of them at most I guess, one for the basics (like now, but still need some additions), one that follows the basics to tell about the other aspects (the hazards, etc...), one for the interceptor gameplay, one for the support gameplay and one for the transporter gameplay. -The second mission could also put the player in a real match but 1v1 against Little Monster. The bot should be slower than usual or something to not make it too hard, because it's a tutorial after all. -After all is well, you should probably just think about also adding a free mode where you can train with any pilot (owned or not) to try them, you would be able to spawn enemies and the like too for real testing. Please, in hope you consider this.
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