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  1. 4 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) Also the ability to choose which theme for the map you want to play on (Season 4 map with the military theme, Season 5 with the beach theme, etc...) (IDEA BY GRILLE'D PAIN) And also a checkbox that asks you if you want the map to be random, along with random map theme (IDEA BY GRILLE'D PAIN) 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 Goals required to end the match (IDEA BY GRILLE'D PAIN) Overtime, and possibility to adjust the timer (IDEA BY GRILLE'D PAIN) Possibility to pick the same car multiple times in the same team All random (IDEA BY GRILLE'D PAIN) Adjust recharge rate of special weapons (IDEA BY GRILLE'D PAIN) 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
    Para quem não viu a parte 1 For those who haven't seen part 1 Pour ceux qui n'ont pas vu la partie 1 DR. DYNAMITE Para essa nova versão dele, o design original vai se manter, pensei nele com um personagem de sabotagem, fazendo os inimigos sofrerem. For this new version of him, the original design will remain, I thought of him as a sabotage character, making the enemies suffer. Pour cette nouvelle version de lui, le design original restera, je le considérais comme un personnage de sabotage, faisant souffrir les ennemis. Theme: Aparencia do piloto: A roupa padrão dele iria se manter totalmente, a diferença será no seu visual que será mais puxado ao Heisenberg, sendo careca e tendo uma barba mais grossa e ele seria mais serio em vez de simplesmente um louco. Pilot Appearance: His standard outfit would be fully maintained, the difference will be in his look that will be more pulled to Heisenberg, being bald and having a thicker beard and he would be more serious instead of just crazy. Apparence du pilote: sa tenue standard serait entièrement maintenue, la différence serait dans son look qui serait plus attiré par Heisenberg, étant chauve et ayant une barbe plus épaisse, il serait plus sérieux au lieu de devenir fou Descrição da Maquina: A Maquina classica reformada pro jogo atual seria perfeita, ele poderia ser do tamanho da Little Monster, ou maior porem sendo menor que o Rampage. A fumaça seria verde para aliados e roxa para inimigos. Machine Description: The refurbished classic machine for the current game would be perfect, it could be the size of Little Monster, or larger but smaller than the Rampage. The smoke would be green for allies and purple for enemies. Description de la machine: La machine classique remise à neuf pour le jeu actuel serait parfaite. Elle pourrait être de la taille de Little Monster ou plus grande mais plus petite que la Rampage. La fumée serait verte pour les alliés et violette pour les ennemis. Plot: Ao dia, um famoso medico e farmacêutico, um homem bondoso que criou curas para varias doenças. A noite, ele mostra sua verdadeira face, um dos maiores traficantes de armas quimicas de Metal City. Foi preso em uma emboscada, porem em seu julgamento, o secto e os patronos perceberam seu potencial e agora foi sentenciado a criar armas para eles. Corre nas arenas para poder testar suas armas e seus venenos. Plot: By day, a famous doctor and pharmacist, a kind man who created cures for various diseases. At night, he shows his true face, one of Metal City's biggest chemical weapons dealers. He was arrested in an ambush, but in his trial the secto and patrons realized their potential and were now sentenced to create weapons for them. Run through the arenas to test your weapons and poisons. Parcelle: Le jour, un célèbre médecin et pharmacien, un homme généreux qui a créé des remèdes pour diverses maladies. La nuit, il montre son vrai visage, l'un des plus grands revendeurs d'armes chimiques de Metal City. Il a été arrêté dans une embuscade, mais lors de son procès, la secto et ses clients ont compris leur potentiel et ont été condamnés à créer des armes pour eux. Courez à travers les arènes pour tester vos armes et vos poisons. PASSIVA: Inimigos atingidos pelas suas armas recebem o status de Intoxicado (Tomam dano por segundo durante alguns segundos, caso seja atingido novamente o dano aumenta progressivamente) PASSIVE: Enemies hit by your weapons gain Intoxicated status. (Take damage per second for a few seconds, if hit again damage increases progressively.) PASSIVE: les ennemis frappés par vos armes acquièrent le statut Intoxiqué (Inflige des dégâts par seconde pendant quelques secondes. Si vous touchez de nouveau, les dégâts augmentent progressivement.). 1ª Habilidade: Deixa uma bomba em formato de capsula cheia de gás, preso fixamente no chão e funcionaria como uma parede. Ela explode depois de alguns segundos (precisa de testes pra ter um valor preciso) e espalha um gás em area por alguns segundos que causa dano por segundo, tanto a explosão quanto o gás causa o efeito de Intoxicado. Caso um inimigo colida com a bomba receberá o efeito de Intoxicado, porem o tempo de duração do gás após a explosão é reduzido. 1st Skill: Leaves a gas-filled capsule-shaped bomb fixed to the floor and would work as a wall. It explodes after a few seconds (needs testing to be accurate) and scatters a gas in area for a few seconds that deals damage per second, both blasting and gas causing the Intoxicated effect . If an enemy collides with the bomb, the effect will be intoxicated, but the duration of gas after the explosion is reduced. 1er Compétence: Laisse une bombe en forme de capsule remplie de gaz fixée au sol et ferait office de mur. Il explose au bout de quelques secondes (il faut que les tests soient précis) et diffuse un gaz dans une zone pendant quelques secondes, qui inflige des dégâts à la seconde, à la fois le dynamitage et les gaz provoquant l'effet Intoxiqué. Si un ennemi entre en collision avec la bombe, l’effet sera ivre mais la durée d’essence après l’explosion est réduite. 2ª HABILIDADE: Cria um Domo em volta do carro onde começa uma chuva acida, carros inimigos dentro do domo tomam dano por segundo, inimigos atingidos pela chuva recebem Intoxicado 2nd SKILL: Creates a Dome around the car where acid rain begins, enemy cars inside the dome take damage per second, rain-hit enemies get intoxicated 2ème compétence: Crée un dôme autour de la voiture où la pluie acide commence, les voitures ennemies à l'intérieur du dôme subissent des dégâts à la seconde, les ennemis frappés par la pluie s'enivrent 3ª HABILIDADE: Da um leve boost pra frente e solta uma poça de gosma que causa Slow nos inimigos que passam em cima, inimigos recebem Intoxicado. 3rd SKILL: Gives a slight boost forward and releases a puddle of ooze that causes Slow on enemies that pass over, enemies get Intoxicated. 3ème COMPÉTENCE: donne un léger coup de pouce en avant et libère une flaque de boue qui ralentit les ennemis qui passent, les ennemis deviennent ivres. ULTIMATE: Solta uma bomba Nuclear que forma uma explosão em formato de cogumelo, a Explosão causa empurrão, dano e deixa fumaça toxica em uma area maior que a 1ª HABILIDADE, inimigos atingidos recebem intoxicado ULTIMATE: Unleashes a Nuclear Bomb that forms a mushroom-shaped blast, the Blast deals push, damage, and leaves toxic smoke in an area larger than 1st SKILL, enemies hit get intoxicated. ULTIMATE: Lâche une bombe nucléaire qui forme une explosion en forme de champignon. L’explosion inflige poussée, inflige des dégâts et laisse de la fumée toxique dans une zone plus grande que la 1ère COMPÉTENCE; les ennemis touchés s’intoxiquent.
  3. 3 points
    Sim, eu sei que sou chato sobre esses dois personagens, mas na minha opinião, trazer eles de volta iria adicionar muita coisa no jogo tanto em tematica e originalidade dos carros quanto em gameplay. Então vamos começar. Yes, I know I'm boring about these two characters, but in my opinion, bringing them back would add a lot to the game in both car theme and originality as well as gameplay. So let's start. Oui, je sais que je suis ennuyeux à propos de ces deux personnages, mais à mon avis, les ramener ajouterait beaucoup au jeu, à la fois dans le thème de la voiture, l’originalité et le gameplay. Alors commençons LADY CALAVERA Para a versão atual resolvi juntar as duas versões do nome dela (Madame Calavera em portugues e Lady Muerte em ingles) pois, alem de soar melhor, faz mais sentido para um suporte do que Lady Muerte :v For the current version I decided to join the two versions of her name (Madame Calavera in Portuguese and Lady Muerte in English) because, besides sounding better, it makes more sense for a support than Lady Muerte :v Pour la version actuelle, j'ai décidé de joindre les deux versions de son nom (Madame Calavera en portugais et Lady Muerte en anglais) car, en plus de sonner mieux, cela aurait plus de sens pour un support que Lady Muerte: v Theme: Aparencia da Piloto: O estilo do cabelo, a maquiagem facial e o Cinto de ferramentas do design original iriam se manter, porem as roupas que ela usa seria mais proximo as roupas usadas por "Las Catrinas" famoso simbolo da "Festa de Los Muertos" do Mexico. Pilot's Appearance: The original design's hair style, facial make-up and tool belt would be maintained, but the clothes she wears would be closer to the clothes worn by "Las Catrinas" famous symbol of the "Festa de Los Muertos" from Mexico. Apparence du pilote: la coiffure, le maquillage du visage et la ceinture à outils du design original seraient conservés, mais les vêtements qu'elle porterait seraient plus proches de ceux de "Las Catrinas", symbole célèbre de la "Festa de Los Muertos" "du Mexique Aparencia do Veículo: Um cadillac Rabecão, preto, com pinturas branco azulados (aliado) ou branco avermelhados (inimigo) relembrando pintura de calaveras. Os drones teriam formatos de caveiras e seu formato mudaria de acordo com as skins. Vehicle Appearance: A black-tailed cadillac with blue-white (ally) or reddish-white (enemy) paintings reminiscent of calaveras. The drones would have skull shapes and their shape would change according to the skins. Apparence du véhicule: Cadillac à queue noire avec des peintures bleu-blanc (allié) ou rouge-blanc (ennemi) rappelant celle de calaveras. Les drones auraient des formes de crâne et leur forme changerait selon les peaux Plot: Com a tutoria de sua mãe adotiva Artificer, Calavera se tornou uma genia em Mecânica e robótica, porem desde criança ela sempre viveu as sombras de sua irmã mais velha, Wildfire. Ela agora está nas arenas para provar a si mesma e as outras pessoas que ela é mais do que apenas "A Irmã da Wildfire". Plot: Under the tutelage of her foster mother Artificer, Calavera became a genius in mechanics and robotics, but as a child she always lived in the shadows of her older sister Wildfire. She is now in the arenas to prove to herself and others that she is more than just "The Sister of Wildfire". Parcelle: Sous la tutelle de sa mère adoptive Artificer, Calavera est devenue un génie de la mécanique et de la robotique, mais elle a toujours vécu dans l'ombre de sa sœur aînée, Wildfire. Elle est maintenant dans les arènes pour prouver à elle-même et aux autres qu'elle n'est pas seulement "La Sœur de Wildfire". Classe: Suporte Calavera seria um carro frágil, difícil e recompensador. Baseado inteiramente em sua passiva e o "farm" da mesma. Class: Support Calavera would be a fragile, difficult and rewarding car. Based entirely on your passive and its farm. Classe: Support Calavera serait une voiture fragile, difficile et enrichissante. Basé entièrement sur votre passif et sa ferme. PASSIVA: Calavera acumula marcadores/caveiras que rodeiam o carro toda vez que acerta sua arma primária (máximo 5). Se Calavera não usar nenhuma habilidade em 5 segundos, as marcas irão se destruir retornando para 1 marcador apenas. PASSIVE: Calavera accumulates markers / skulls that surround the car each time it hits its primary weapon (maximum 5). If Calavera doesn't use any skills within 5 seconds, the marks will be destroyed by returning to 1 marker only. PASSIF: Calavera accumule les marqueurs / crânes qui entourent la voiture à chaque fois qu’elle frappe son arme principale (maximum 5). Si Calavera n'utilise aucune compétence dans les 5 secondes, les marques seront détruites en retournant à 1 marqueur seulement. 1ª HABILIDADE: Calavera lança um projetil em parabola na frente do veiculo causando dano X vezes número de marcadores. Ela vai ter 3 cargas, se usar os 3 tiros ela vai ter um reload maior pra carregar tudo, caso só use 2 ou 1 ela vai ter um tempo menor. Se os marcadores forem igual a zero o dano será igual a 10. 1st SKILL: Calavera throws a parabolic projectile in front of the vehicle dealing damage X times the number of markers. She will have 3 charges, if you use the 3 shots she will have a bigger reload to load everything, if you only use 2 or 1 she will have a shorter time. If the markers are zero, damage is equal to 10. 1er COMPETENCE: Calavera lance un projectile parabolique devant le véhicule, infligeant des dégâts X fois le nombre de marqueurs. Elle aura 3 charges, si vous utilisez les 3 coups, elle aura un rechargement plus important pour tout charger, si vous n'en utilisez que 2 ou 1, elle aura un temps plus court. Si les marqueurs sont à zéro, les dégâts sont égaux à 10. 2ª HABILIDADE: Calavera designa o jogador mais próximo (aliado ou inimigo) ordenando que suas caveiras cheguem até o alvo (priorizando os aliados). Se for um inimigo, Calavera acerta o inimigo com dano x número de marcas da passiva. Se for uma aliado Calavera cura x vezes número de marcadores da passiva. Após a utilização da arma 2, todos os marcadores somem. 2nd SKILL: Calavera designates the closest player (ally or enemy) by ordering their skulls to reach the target (prioritizing allies). If it is an enemy, Calavera hits the enemy with damage x number of passive marks. If an ally Calavera heals x times the number of passive markers. After using weapon 2, all markers disappear. 2e COMPETENCE: Calavera désigne le joueur le plus proche (allié ou ennemi) en ordonnant à leurs crânes d’atteindre la cible (priorité aux alliés). S'il s'agit d'un ennemi, Calavera le frappe avec un nombre de dégâts égal à x nombre de marques passives. Si un allié, Calavera guérit x fois le nombre de marqueurs passifs. Après avoir utilisé l'arme 2, tous les marqueurs disparaissent. 3ª HABILIDADE: Calavera acelera rapidamente dependendo da quantidade de marcadores da passiva sem controlar a direção do carro. Se os marcadores da passiva forem igual a zero, o carro será impossibilitado de usar o nitro. Se os marcadores forem igual a cinco, Calavera irá acelerar de forma brusca e imparável.Após a utilização da arma 3, todos os marcadores somem. 3rd SKILL: Calavera accelerates rapidly depending on the amount of passive markers without controlling the direction of the car. If the passive markers are zero, the car will be unable to use nitro. If the markers are five, Calavera will accelerate sharply and unstoppably. After using weapon 3, all markers will disappear. 3ème COMPÉTENCE: Calavera accélère rapidement en fonction de la quantité de marqueurs passifs sans contrôler la direction de la voiture. Si les repères passifs sont à zéro, la voiture ne pourra pas utiliser de nitro. Si les marqueurs sont cinq, Calavera accélérera brusquement et de façon infaillible.Après avoir utilisé l’arme 3, tous les marqueurs disparaîtront. ULTIMATE: Se um aliado tiver morrido recentemente Calavera invoca um caixão revivendo instantaneamente aliado dependendo da quantidade de marcadores. Se o número de marcadores for menor ou igual a 3, Calavera invoca apenas um caixão. Se Calavera tiver 4 ou 5 marcadores, ela invoca 2 caixões. Se reviver um Aliado: O dano será igual a metade do dano do Meteoro; Caixão vazio: Se nenhum aliado estiver morto e mesmo assim Calavera invocar um caixão, ele causará um dano menor se acertar um inimigo e empurrara levemente.Após a utilização da Ultimate, todos os marcadores somem. ULTIMATE: If an ally has recently died Calavera summons a casket instantly reviving ally depending on the number of markers. If the number of markers is less than or equal to 3, Calavera invokes only one coffin. If Calavera has 4 or 5 markers, she summons 2 coffins. If you revive an Ally: Damage will be equal to half Meteor damage; Empty casket: If no ally is dead and yet Calavera summons a coffin, it will deal minor damage if it hits an enemy and shoves lightly. After using the Ultimate, all counters disappear. ULTIME: Si un allié vient de mourir, Calavera invoque un cercueil qui le rend instantanément réactif en fonction du nombre de marqueurs. Si le nombre de marqueurs est inférieur ou égal à 3, Calavera n'invoque qu'un seul cercueil. Si Calavera a 4 ou 5 marqueurs, elle invoque 2 cercueils. Si vous ressuscitez un allié: Les dégâts seront égaux à la moitié des dégâts de météore; Cercueil vide: si aucun allié n’est mort et que Calavera invoque un cercueil, il infligera des dégâts mineurs s’il frappe un ennemi et s’enfonce légèrement. Après utilisation de l’Ultimate, tous les jetons disparaissent.
  4. 3 points
    https://steamcommunity.com/sharedfiles/filedetails/?id=1387107044 We've got a Steam Guide for HMM! It may not be fully complete (as of this post), but feedback can help contribute to this guide's further development.
  5. 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.
  6. 3 points
    Essas são sugestões para futuras arenas do HMM, algumas minhas outras de outros players. Como não sei desenhar irei pegar imagens de outros jogos, desenhos, animes, etc para exemplificar minha ideia. These are suggestions for future HMM arenas, some my other from other players. As I do not know how to draw I will take pictures of other games, drawings, anime, etc. to exemplify my idea. ICE ARENA Ideia: A Arena seria construida em cima de um lago congelado, teria buracos no gelo onde quem caisse sofreria o efeito de Congelamento por 1 segundo, montes de neve que diminuem a velocidade e o atrito em certas partes seria muito pequeno devido o gelo na pista. Teria varias partes em madeira alem de esqueletos de criaturas monstruosas por debaixo do gelo, poderia ficar na Cidade do Icebringer. Idea: The Arena would be built on top of a frozen lake, would have ice holes where freezing would suffer for 1 second, snowdrifts that slow down and friction in some parts would be very small due to the ice on the track. . It would have several pieces of wood besides skeletons of monstrous creatures under the ice, could stay in Icebringer City. CONSTRUCTION SITE Ideia: (@Phelx idea) : A arena seria nas ruinas do canteiro de obras de Maximatics, teria esteiras rolantes que levariam a trituradores, bate estacas gigantes, bolas de demolição, vigas, guindastes, alem de bastante sucata de maquinas de trabalho como tratores e betoneiras. Idea: (@Phelx idea): The arena would be in the ruins of the Maximatics construction site, it would have moving walkways that would lead to crushers, bumps giant piles, wrecking balls, beams, cranes, plus plenty of junk working machines like tractors and concrete mixers. UNAMUSEMENT PARK Ideia: Arena tematica para o Killer J, nela teria poços de acido (ja que dizem que é afetado pela radiação), brinquedos quebrados, bumpers para a bomba como mesas de pinball (ideia do @Soyer), canhões, etc. Seria um parque de diversões mortal Idea: Thematic arena for Killer J, there would be acid pits (since they say it is affected by radiation), broken toys, bomb bumpers like pinball tables (@Soyer idea), cannons, etc. It would be a deadly amusement park MANFALL EMPIRE ARENA Ideia: O mapa seria meio que o inverso do design da Metal God Arena, teria bastante verde e um design medieval, teria cachoeiras e poços de lava, alem de varias armadilhas como espinhos, barricadas entre outras coisas Idea: The map would be kind of the reverse of the Metal God Arena design, it would have a lot of green and a medieval design, it would have waterfalls and lava pits, as well as several traps like thorns, barricades among other things WASTERLANDS Ideia: Teria inspirações nas versões antigas da Metal God arena, com muita areia, poeira, teria trechos com lava, poços de petroleo e oleo espalhado pela arena, teria um locais com areia movediça que daria slow nas maquinas, esqueletos de vermes de areia tambem poderia estar no mapa Idea: It would have inspiration from the old versions of the Metal God arena, with a lot of sand, dust, sections with lava, oil wells and oil scattered throughout the arena, a place with quicksand that would slow the machines, sandworm skeletons. could be on the map ROCKAWAY BEACH Ideia: Baseado na tematica da quinta temporada do Metal Pass, teria trechos com agua e poços sem fundo, em algumas areas a maré poderia subir de tempos em tempos, alem de lava Idea: Based on the theme of the fifth season of Metal Pass, there would be stretches of water and bottomless wells, in some areas the tide could rise from time to time as well as lava. MILITARY BASE Ideia: Baseado na tematica da Quarta temporada, seria um campo militar cheios de minas terrestres que possuiriam um respawn de tempos em tempos, canhões atirariam em certos pontos, etc Idea: Based on Fourth Season theme, it would be a military camp full of land mines that would have a respawn from time to time, cannons would fire at certain points, etc.
  7. 3 points
    Pensei em colocar com a maquina que queria nesse passe junto mas achei melhor não por causa do tamanho que iria ficar I thought about putting with the machine I wanted in this pass along but I thought better not because of the size that would be Je pensais mettre avec la machine que je voulais dans cette passe, mais je pensais qu'il valait mieux ne pas en raison de la taille qui serait Tema: STEAMPUNK Um tema bastante usado em varios jogos tanto para personagens quanto pra skins, ele viria junto com um personagem que pensei que é relacionado ao tema chamado ClockMaster (trarei mais tarde) e seria muito legal ver o mundo Cyberpunk/DieselPunk de HMM misturado com o vapor e as engrenagens de Steampunk Theme: STEAMPUNK A theme widely used in many games for both character and skins, it would come along with a character I thought is related to the theme called ClockMaster (I'll bring it later) and it would be really cool to see HMM's Cyberpunk / DieselPunk world mixed with steam. and the steampunk gears Thème: STEAMPUNK Thème largement utilisé dans de nombreux jeux pour les personnages et les skins, il serait accompagné d'un personnage lié au thème ClockMaster (je l'apporterai plus tard) et ce serait vraiment cool de voir le monde Cyberpunk / DieselPunk de HMM mélangé à de la vapeur. et les engrenages steampunk Skins Heavy Metal WILDFIRE Sugestão de nome: Infernal Express Aparencia do Piloto: Ela usaria roupas de condutor de trem, e estaria toda suja de carvão Aparencia do Veiculo e habilidades: Ele seria baseado numa locomotiva a vapor, teria a chaminé e tudo. Flaming Sphere seria substituido por um projetil de carvão (preto azulado para aliados e preto avermelhado para inimigos), a mesma coisa ocorrerá com Vulcanic Road que virará um percurso de carvão em brasas. Ja Blast of Fire e a Ultimate virariam circulos de vapor ferventes (Cinza azulado para aliados e cinza avermelhado para inimigos) Name Suggestion: Infernal Express Pilot's Appearance: She would wear train conductor clothes, and would be all smudged with coal Vehicle Appearance and Skills: It would be based on a steam locomotive, would have the chimney and all. Flaming Sphere would be replaced by a charcoal missile (bluish black for allies and reddish black for enemies), the same thing will happen with Vulcanic Road which will become a red-hot charcoal course. Ja Blast of Fire and Ultimate would become boiling circles of steam (bluish gray for allies and reddish gray for enemies) Suggestion de Nom: Infernal Express Apparence du pilote: Elle porterait des vêtements de conducteur de train et serait toute maculée de charbon Apparence du véhicule et compétences: Il serait basé sur une locomotive à vapeur, aurait la cheminée et tout. Flaming Sphere serait remplacé par un missile à charbon de bois (noir bleuâtre pour les alliés et noir rougeâtre pour les ennemis), il en ira de même pour Vulcanic Road, qui deviendra un parcours de charbon de bois chauffé au rouge. Ja Blast of Fire et Ultimate deviendraient des cercles de vapeur bouillant (gris bleuâtre pour les alliés et gris rougeâtre pour les ennemis) CLUNKER Sugestão de nome: Tesla Coil Aparencia do Piloto: Eles usariam smoking e ternos bem no estilo que Nikolas Tesla Aparencia do Veiculo e habilidades: Na carroceria do caminhão iria uma bobina de tesla, o guincho usaria molas. Ja Shock Away e a Ultimate seriam pulsos de Radio Name Suggestion: Tesla Coil Pilot's Appearance: They would wear tuxedos and suits well in the style that Nikolas Tesla Vehicle Appearance and Skills: On the truck body would go a tesla coil, the winch would use springs. Ja Shock Away and Ultimate would be Radio Pulse Suggestion de Nom: Tesla Coil Apparence du pilote: Ils porteraient un smoking et iraient bien dans le style de Nikolas Tesla Apparence du véhicule et compétences: sur le corps du camion, une bobine tesla était utilisée, le treuil utilisait des ressorts. Ja Shock Away et Ultimate serait Radio Pulse VULTURE Sugestão de nome: Clockwork Automaton Aparencia do Piloto: Ele usaria uma armadura Steampunk cheia de engrenagens e seu capacete seria baseado nos capacetes alemães da primeira guerra Aparencia do Veiculo e habilidades: Sua moto teria um estilo proximo as das motos da decada de 1920, porem seria cheio de engrenagens de relogio e coisas assim. Suas laminas seriam transformadas em ponteiros de relogio e Soul Ravage teria um formato de engrenagem Name Suggestion: Clockwork Automaton Pilot's Appearance: He would wear a gear-filled Steampunk armor and his helmet would be based on German First War helmets. Vehicle Appearance and Skills: Your bike would look like the style of the 1920s bikes, but it would be packed with clock gears and things like that. Their blades would be turned into clock hands and Soul Ravage would have a gear shape. Suggestion de Nom: Clockwork Automaton Apparence du pilote: il porterait une armure Steampunk remplie d'engrenages et son casque serait basé sur les casques allemands de la Première Guerre mondiale. Apparence du véhicule et compétences: Votre vélo ressemblerait au style des vélos des années 1920, mais il serait bourré d'engrenages d'horloge et de choses du genre. Leurs lames seraient transformées en aiguilles et Soul Ravage aurait une forme d'engrenage. PEACEMAKER Sugestão de nome: Gear of War (sim é uma referencia) Aparencia do Piloto: Eles usariam uniformes de soldados da primeira guerra, coisa simples Aparencia do Veiculo e habilidades: A aparencia do tanque seria proximo aos tanques franceses da primeira guerra, porem com mais engrenagens como se fosse um relogio. Os misseis seriam em formato de ponteiros e a mira de Bullseye seria um relogio gigante. Ja o percurso da Ultimate seria um maquinario de engrenagens rolando Name suggestion: Gear of War (yes is a reference) Pilot Appearance: They would wear uniforms of First War soldiers, simple thing Vehicle Appearance and Skills: The appearance of the tank would be close to the French tanks of World War I, but with more gears as if it were a watch. The missiles would be shaped like pointers and Bullseye's aim would be a giant clock. Already the Ultimate course would be a rolling gear machine Suggestion de nom: Gear of War (yes est une référence) Apparence du pilote: Ils porteraient des uniformes de soldats de la Première Guerre, chose simple Apparence du véhicule et compétences: L'apparence du char serait proche des chars français de la Première Guerre mondiale, mais avec plus de vitesse comme s'il s'agissait d'une montre. Les missiles auraient la forme de pointeurs et le but de Bullseye serait une horloge géante. Déjà le cours Ultimate serait une machine à rouler STINGRAY Sugestão de nome: Modern Times Aparencia do Piloto: Ele usaria uma roupa de trabalhador da decada 20 e 30 Aparencia do Veiculo e habilidades: O carro dele seria um pouco mais retro com engrenagens e chaminés. Discs of Doom seria 3 engrenagens enquanto todas as outras habilidades seriam baseadas em Vapor Name Suggestion: Modern Times Pilot's Appearance: He would wear a 20's and 30's worker outfit Vehicle Appearance and Skills: His car would be a bit more retro with gears and chimneys. Discs of Doom would be 3 gears while all other skills would be Steam based Suggestion de Nom: Modern Times Apparence du pilote: Il porterait une tenue de travailleur des années 20 et 30 Apparence du véhicule et compétences: sa voiture serait un peu plus rétro avec des engrenages et des cheminées. Disques of Doom serait à 3 vitesses tandis que toutes les autres compétences seraient basées sur Steam
  8. 3 points
    We need upgrades What I missed the most about this game is the ability to upgrade a car during the game. Usually this aspect in moba give the oportunity plan and build some cool stuff, it help people appropriate the game by giving them actual choices. So, in case there is some plan to put them back in any form, here is an example of upgrade function that would be fun. If any dev read it and find something usefull, I'd be glad. First here are the guideline of this enhancement : - player should have choices - it should be impossible to take every upgrades - the upgrade system should stay simple - upgrades shouldn't permit to override the classes (you shouldn't make an interceptor tanky enough to became a good transporter). The best would be that upgrades specialise the car instead of making it good everywhere. - It shouldn't be possible to get more movespeed before the first bomb is taken (this is for balance purpose, I take 30 seconde as a placeholder in my examples) - upgrades shouldn't be taken during the actual game, so player focus on the game only. Implementations Players start the game without any upgrade. When a team score, each player gain 5 to 10 seconde during replay and the game starting to choose 1 between the 4+3 (I'll come to this after) perks available. This way there is only a few upgrades available (simple) and players have to choose a perk only during "pause time". Player can have 2 to 4 perks activated at the end of the game, so most of the time they can choose only half of what's available. 4+3 perks : the idea is simple For each car there is 1 perks by skill. And there is 3 perks common to everyone. So after a few game new players have to remember only a few perks for their car. Thoses perks should be little upgrade that specialise the car. Common perks example For the common ones here is what I have think of (of course the values are here only to give hint of what it look like): 1 : Your car get 10% more life 2: After 30 second, your car get 10% more max speed. 3 : Your car get priority during bomb fight. (the last one means that if you are in a bombfight and you are the only one in the fight with this perk, you gain the bomb) (this one is very powerfull, but if dont manage to be involved in bomb fight it's useless AND the more people take it, the fewer usefull it gets) Special perks example The special perks should be linked to abilities and should have different goal. Example for Wildfire there could be two kind of perk : dealing more damage AND/OR hitting more people 1 - flamming sphere throw 2 fire balls in a small cone, each fire ball deal 60% of base dammage. Both fire ball can hit the same target. This perk make it easy to hit a target but it get less dammage. It should be possible to hit with both, but really hard. 2 - Blast of fire cd is reduced by 1 sec. (This one help hitting more people and deal more dammage on the entire game) 3 - Volcanic road deal 30% more damage par seconde (simple and usefull) 4 - During Helfire you get 20% more move speed. (this one help you, stick to the enemy you are trying to blast) This is a simple example, that I make with the intention of being very straightforward, but it's a little underhelming in the current state, perks could enhance every ability more than this with more time to think about it. Thanks for reading all of this, I hope you like the global idea !
  9. 3 points
    Dear Metal Gladiators, We believe that an engaged community, which welcomes its players, can make all the difference in a game. As Hoplon, we encourage friendship, fellowship, and interactions between players. For this reason, we created groups on Facebook and channels on Discord to improve this communication inside our community. In this interaction, we believe that respect is essential among players as well as with the staff. On this document, we gathered a lot of orientations which we called Rules of Conduct. In general, the Rules of Conduct is a behavior guide to protect everybody involved (community and staff). HMM Forum Rules of Conduct Our team will be able to give examples of toxic situations or answer questions about the document's content or punishments - which we hope that won't be necessary. Sincerely, Hoplon Team
  10. 3 points
    Killmeister Backstory A legend of badass-ery from the old world. Killmeister has returned from the grave as an undead to raise chaos and havok! Upon the back of his roaring chopper he rides into the apocalypse with a newfound will for life. What powerful force of determination for insanity could bring a man back from death? Only Killmeister knows, and he shares no secrets. Weapons (Passive) Motorhead- Killmeister's motorcycle "Motorhead" is a hardcore lightweight-killing machine. Killmeister has reduced hitpoints, but drastically increased speed and damage. He cannot pick up the bomb. (1) Overkill- Killmeister revs up the Gatling gun at the core of his vehicle. After 2 seconds and giving an audio cue he begins launching shrapnel in a small cone in front of him for 5 seconds that dealing damage for each second. Enemies hit by more than once receive increased damage for each time hit. (2) Bomber- Killmeister chucks a frag grenade at the location of the mouse. Upon landing the grenade blows up knocking enemy vehicles back around the center area of effect and dealing damage. (Ultimate) Ace Of Spades - Killmeister sets his sights on a single enemy. The player loses control of the vehicle as Killmeister passively follows directly behind them for 10 seconds. If the enemy is killed within that 10 seconds, Killmeister will follow the closest nearby enemy if possible. This repeats for as long as the 10 seconds remains. For each enemy killed after Ace Of Spades finishes Killmeister gains a free use of Bomber which does not go on cooldown. Playstyle Killmeister is an Interceptor focused on kills and not on transporting the bomb. However, he is very easily killed and works better at staying on the sides of battle revving up Overkill and driving in disrupting the flow of battle with Bomber, taking out an enemy, and riding out of combat before anything can be done to stop him. His greatest weakness is his vulnerability from behind, and enemies who can keep up with his speed will find that they can finish him off quickly. Killmeister is a character you intentionally want to be in the back and not the front. His ultimate allows the player to focus on using Bomber and Overkill instead of driving as it puts you in autopilot right behind an enemy. However, an enemy can use this to trick Killmeister into stopping, or going in an opposite direction as Killmeister follows them directly until the time ends. However, if Killmeister can time his Overkill and Ace Of Spades at the right time he can tear through enemy after enemy and then release a barrage of grenades unleashing ultimate carnage.
  11. 2 points
    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.)
  12. 2 points
    Name: Bumper King Role: Interceptor Graphic concept: (Literally a bumper car. Perhaps with a glass cabin over it) (Literalmente um carrinho de bate-bate. Talvez coberto por uma redoma de vidro.) Idea: An interceptor that specializes in pushing away enemies and messing with their steering wheels. (Um interceptador que se especializa em empurrar inimigos e bagunçar seus controles de direção.) Lore: A child-minded big fat full grown geek. He loved the bumper car at the park, so one day, when they told him the park was gonna close down cause all the clients prefered to go watch the arena battles in Metal City, he stole a bumper car and went there himself to try and wreck everything. (Um nerdão adulto rechonchudo com mentalidade de criança mimada. Ele amava os carrinhos de bate-bate, então um dia, quando lhe disseram que o parque iria fechar porque a clientela preferia assistir aos torneios de HMM, ele roubou um carrinho e foi até lá para acabar com aquela palhaçada.) HP: 450 Mobility lvl: 6/6 Passive: Bumpers When hitting enemies at high speed, Bumper King pushes them a short distance and charges a little amount of electricity on top the conductor at the back of his car. Everytime he uses a weapon the stored electricity is consumed. (Ao atingir inimigos em alta velocidade, Bumper King os empurra a uma curta distância e carrega uma pequena porção de eletricidade no topo da haste condutora na traseira de seu carrinho. Sempre que usa uma arma ele gasta a eletricidade acumulada.) Q: Sucker Bump Bumper King uses the electricity stored on his conductor to charge the bumper around his car. The next enemy he touches will receive a little damage and will be pushed away a long distance. The more energy is used, the stronger the push and the damage. (Bumper King usa a eletricidade armazenada em seu condutor para carregar o para-choque ao redor de seu carrinho. O próximo inimigo que ele tocar receberá um pequeno dano e será empurrado uma longa distância. Quanto mais eletricidade for usada, mais forte será o dano e o empurrão.) W: State of Shock Bumper King releases the energy stored on his conductor over an area around him on the floor. The more energy is used, the wider the area. Enemies hit receive some damage and have their controls for forward and reverse acceleration switched for 2s. (Bumper King libera a energia armazenada em seu condutor numa área no chão ao seu redor. Quanto mais energia for usada, maior a área. Inimigos atingidos recebem dano e têm os comandos de aceleração e de ré de seus veículos invertidos por 2s.) E: Pinball Bumper King shoots himself forward, unnable to turn. He goes farther the more electricity he uses from his conductor. If an enemy or a wall is hit midway, Bumper King bounces off them, restarting Pinball over and over until the full distance of the jump is covered on a single shot. Enemies hit receive a little damage. (Bumper King dispara à frente em linha reta, indo mais longe quanto mais energia for usada de seu condutor. Caso atinja um inimigo ou uma parede em algum ponto de sua investida, ele ricocheteia, reiniciando o efeito de Pinball repetidamente até que a distância total da arma seja coberta em um único avanço. Inimigos atingidos recebem um pequeno dano.) R: Playtime Bumper King connects his conductor to every ally and enemy on a wide area around him. Every ally receives the effects of Pinball and every enemy has the direction of their acceleration diverted 90º from the direction of the cursor (making them move east when trying to go north, for exemple). The direction of the acceleration changes like that once every second. This lasts longer the more electricity is used from Bumper King's conductor. Allies connected may cancel the activation of Pinball by pressing the "E" key. (Bumper King conecta seu condutor a todo aliado e inimigo numa grande área ao seu redor. Todos os aliados conectados recebem os efeitos de Pinball e todos os inimigos conectados têm sua aceleração desviada 90º para a direita ou para a esquerda da direção de seu cursor (fazendo-os ir para o leste caso estejam mirando para o norte, por exemplo). A direção da aceleração muda dessa forma a cada 1s. Esse efeito dura tanto tempo quanta eletricidade tiver sido usada do condutor de Bumper King. Aliados conectados podem cancelar a ativação de Pinball sobre eles apertando a tecla "E".)
  13. 2 points
    So, I'm fairly new in the Heavy Metal Machines world and my english is kinda rusty, but I'll show my love for this game (that I started playing 6 hours ago) with a character concept: the Grim Reaper. So, this concept is based around a stealth mechanic, making this character focused on killing certain enemies and making ambushes. It would be an Interceptor and I think the stats would be like this: AESTHETIC WEAPONS / ABILITIES [Passive] Shadow cloak. After 3 seconds using no weapons or without recieving damage, you enter a stealth in which you can be hardly seen. Your weapons are enhanced when used while stealthed and you gain a speed increase of 10%. If you use a weapon or recieve damage while stealthed, your loose the stealth. You cannot be stealthed while carrying the bomb. [Weapon 1] Dark shot. CD: 2 seconds. You shoot a shadow bullet straightforward that deals 100 damage to the first enemy machine hit. Stealthed: you deal 75 aditional damage and the shot perforates enemy machines, dealing 25 less damage for each enemy machine hit. [Weapon 2] Hail of pain. CD: 9 seconds. You deal 140 damage around you after 1,25 seconds. Stealth is lost after dealing the damage and not after activating the weapon. Stealthed: the enemy machines hit recieve 160 aditional damage over 2 seconds and are slowed a 10% while so. [Weapon 3] Decimation rush. CD: 6 seconds. You quickly dash in a short straight line ignoring collisions with machines and dealing 40 damage to all enemies you passed trough. Stealthed: it deals 20 more damage and the cooldown of Decimation rush is refreshed. [Special Weapon] Death sentence. You mark an enemy machine to die. That machine recieves 50% more damage from you for 6 seconds. When you use this weapon, you instantly enter stealth and recieving damage doesn't reveal you until the mark dissapears. If the marked machine dies before the mark expires, you enter stealth instantly.
  14. 2 points
    Antes de Qualquer Coisa do Todo direito para a Hoplon de usar essa ideia para criar o Carro e não tenho a intenção de ataca-la com direitos autorais ou qualquer coisa do tipo seria uma honra ter um carro Identico a essa criação que eu fiz Espero que a ideia do Carro agrade a todos Portuguese Um piloto antigo que tive que reformular para o modelo atual do game . Apresento Jack o Rei do Drift. Posição:Carregador , Vida Max : 400 Historia: Jack era um corredor famoso nos rachas do japão por fazer suas curvas com muito estilo,conhecido como rei do drift ao mesmo tempo que as pessoas o amavam na pista temiam o que acontecia com os outros corredores de alguma forma o Jack conseguia queimar o asfalto literalmente,cansado de não ter mais competidores a sua altura jack se mudou para a cidade do metal e logo foi chamado para a arena satisfeito em encontrar novos corredores. Rivalidades : A Black Lotus e seu maior rival, por ser um carro rápido suficiente para competir com ele , e facilmente visível que A black lotus o odeia por fazer as curvas rápido demais , ja o Jack o detesta por fazer as retas rápido d+ , uma corrida entre os dois é um equilibrio quase que perfeito. Design de Skills : A ideia não e ele ser a wildfire numero 2 , a cor de todas as skills dele seriam pretas , paredes com um fogo negro que vai impedindo que os inimigos possam se locomover na arena e ainda rouba energia dos inimigos dando aquele ar mais de necromante xd, o Dragão dele seria bem proximo aos cavalos da windrider só que nesse caso seria um dragão negro espiritual. a Fenix também seria Negra então teriamos um dos primeiros carros com skills pretas e não roxas xd.(editado) Habilidades do corredor: Jack tem habilidades para acelerar nas curvas e em seguida arrancar com bastante velocidade nas retas despistando seus inimigos Jack pode queimar seus inimigos com sua parede de fogo também e causar bastante dano a quem está atras dele porém é bastante vulnerável a barreiras feitas a danos muito altos , armadilhas e carros que consigam se posicionar a frente dele. Passiva : Master of Drifts : Jack possui uma barra de energia que quanto mais vc encher ela maior o boost do carro começa com 0 e vai ate mais 30 porcento de aceleração , para encher ela basta fazer drifts se o jogador passar muito tempo sem executar um drift a energia diminui e o carro vai perdendo a aceleração. 1 habilidade : Hell Wall: Cria paredes de fogo por onde o carro percorre que impedem a passagem dos inimigos mas não a dos aliados, causa 100 de dano se colidir cooldown 4 segs , tempo que dura 3 segs . Ótima pra bloquear os inimigos por determinado tempo e evitar gols 2 habilidade : Call of Dragon : invoca um dragão negro em volta do carro que cria um escudo de 200 pontos e aumenta a aceleração em 30 porcento ( Cooldown 10 segundos, Tempo do Dragão ativo 3 segundos) 2 ativação : arremessa o dragão para frente do carro explodindo e causando empurrão e 100 de dano em quem for acertado , Rouba também 30 pontos de recarga de ultimate por acerto , se a skill acertar todos os jogadores ele recebe 120 . Recarga max :200. 3 habilidade/nitro : Devil Drift : Segurando o nitro permite que o carro entre em um estado de drift por 3 segs cooldown 0 segundos , caso o carro colida com outros carros ele ignora impacto/puxão/empurrão etc , mas ainda sim toma o dano causado. em estado de drift o carro recebe + 30 porcento de velocidade de movimento podendo fazer curvas em grande velocidade. Estado Drift: o carro fica um pouco mais leve como se estivesse com o freio de mão ativado e pode fazer curvas mais abertas com uma derrapagem maior em compensação pelo boost de velocidade as curvas saem mais rápido do que os outros carros, mas não e tão interessante de se usar em linhas retas, ja que cair em drop usando isso é bem fácil. Ultimate : Phoenix Rising : por 3 segundos o carro entrara em estado de renascimento caso ele seja abatido nesse tempo o carro ira renascer com vida cheia causando uma explosão no local onde renasceu empurrando todos os carros em volta dele . estado de renascimento uma fenix caira rapidamente reconstruindo o carro em torno de 2 segundos logo em seguida o carro ja vai poder se mover, Caso o Jack esteja com a bomba ele não perde ela ao renascer. mantem ela mesmo sendo reconstruido. English An old pilot that I had to reformulate for the current model of the game. Introduce Jack the King of Drift. Jack was a famous runner in the spins of Japan for making his curves with style, known as king of the drift while people loved him on the track feared what happened to the other runners somehow Jack managed to burn the asphalt literally, tired of not having more competitors to his height jack moved to the metal city and was soon called into the arena pleased to find new runners. Rivalries: The Black Lotus and its biggest rival, for being a fast enough car to compete with it, and easily visible that the black lotus hates him for making the curves too fast, already Jack hates him by doing the straight d +, a Running between the two is an almost perfect balance. Skills Design: The idea is not that he is wildfire number 2, the color of all his skills would be black, walls with a black fire that prevents enemies from getting around the arena and still steals energy from enemies giving that air more of necromancer xd, his Dragon would be very close to the horses of the windrider only in that case would be a black spiritual dragon. the Phoenix would also be Black so we would have one of the first cars with black skills and not purple xd. Runner Skills: Jack has abilities to speed up the corners and then pluck with enough speed on the straight lines to clear his enemies Jack can burn his enemies with his fire wall too and cause enough damage to whoever is behind him but is quite vulnerable to barriers made to very high damages, traps and cars that can position themselves in front of him. Passive: Master of Drifts: Jack has an energy bar that the more you fill it up the higher the car's boost starts with 0 and goes up to 30 percent acceleration, to fill it up just make drifts if the player spends a lot of time without running a drift the energy decreases and the car loses its acceleration. 1 Skill: Hell Wall: Creates walls of fire where the car travels that prevent the passage of enemies but not the allies, causes 100 damage if colliding cooldown 4 secs, time that lasts 3 sec. Great to block enemies for a certain time and avoid goals . 2 ability: Call of Dragon: Invokes a black dragon around the car that creates a 200-point shield and increases acceleration by 30 percent (Cooldown 10 seconds, Active Dragon Time 3 seconds) 2 Activation: Throw the dragon forward car exploding and causing shove and 100 damage to whoever is hit, also steals 30 points of ultimate recharge per hit, if the skill hits all players he gets 120. Recharge max: 200. 3 skill / nitro: Devil Drift: Holding the nitro allows the car to enter a drift state for 3 secs cooldown 0 seconds, in case the car collides with other cars it ignores impact / jerk etc. but still does take damage caused. in a drift state the car receives + 30 percent of speed of movement and can make curves at high speed. State Drift: The car gets a bit lighter as if it had the handbrake activated and can make more open curves with a bigger skid in compensation for the boost of speed the curves leave faster than the other cars, but it is not so interesting to use in straight lines, since falling in drop using this is quite easy. Ultimate: Phoenix Rising: for 3 seconds the car will be reborn if it is killed in that time the car will be reborn with full life causing an explosion where it was reborn by pushing all cars around it. state of rebirth a fenix crashes quickly rebuilding the car around 2 seconds soon after the car is already able to move, If Jack is with the bomb he does not lose it when reborn. keeps herself being rebuilt.
  15. 2 points
    Car Name: Tsunami Pilot Name: Kai Mamede Class: Transporter Descrição do Piloto: Ele teria a pele morena, usaria oculos e ficaria com uma camisa aberta, usaria calções e chinelo Pilot's Description: He would have brown skin, would wear glasses and would have an open shirt, would wear shorts and slippers Description du pilote: Il aurait la peau brune, porterait des lunettes et aurait une chemise ouverte, porterait des shorts et des pantoufles Descripción del piloto: tendría piel morena, usaría anteojos y una camisa abierta, usaría pantalones cortos y pantuflas Descrição da Maquina: Seria como o Havac de Rock'n Roll Racing, porem ele teria um formato mais proximo de uma prancha de surf Machine Description: It would be like the Havac of Rock'n Roll Racing, but it would have a shape closer to a surfboard Description de la machine: Ce serait comme le Havac de Rock'n Roll Racing, mais il aurait une forme plus proche d'une planche de surf Descripción de la máquina: sería como el Havac de Rock'n Roll Racing, pero tendría una forma más cercana a una tabla de surf Theme: LORE Ele vem de um arquipelago distante de Metal City, ele é um caçador de tesouros antigos e encontrou um dispositivo do velho mundo capaz de controlar a água, apareceu em Rockaway Beach para poder descobrir a origem daquele dispositivo. Está na arena para poder financiar suas pesquisas. He comes from a distant archipelago of Metal City, he is an ancient treasure hunter and found an old world device capable of controlling water, he appeared in Rockaway Beach to be able to discover the origin of that device. You are in the arena to be able to finance your research. Il vient d'un archipel lointain de Metal City, c'est un ancien chasseur de trésors et a trouvé un appareil du vieux monde capable de contrôler l'eau, il est apparu à Rockaway Beach pour pouvoir découvrir l'origine de cet appareil. Vous êtes dans l'arène pour pouvoir financer vos recherches Proviene de un archipiélago lejano de Metal City, es un antiguo cazador de tesoros y encontró un dispositivo del viejo mundo capaz de controlar el agua, apareció en Rockaway Beach para poder descubrir el origen de ese dispositivo. Estás en la arena para poder financiar tu investigación PASSIVE - SOAK Todos as suas habilidades dão a condição encharcado aos inimigos. Inimigos sobre esse efeito tem o atrito com a pista reduzido e passam a derrapar mais. All of your abilities give the enemies soaked condition. Enemies about this effect have reduced friction with the track and start to skid more. Toutes vos capacités donnent aux ennemis un état trempé. Les ennemis à propos de cet effet ont réduit la friction avec la piste et commencent à déraper davantage. Todas tus habilidades dan a los enemigos una condición empapada. Los enemigos sobre este efecto han reducido la fricción con la pista y comienzan a patinar más. 1st WEAPON - HYDRO CANNON Solta um canhão de agua na parte da frente, essa agua empurra os inimigos um pouco. (Arma de super aquecimento) Drop a water cannon at the front, this water pushes enemies a little. (Superheat gun) Lâchez un canon à eau à l'avant, cette eau repousse un peu les ennemis. (Pistolet de surchauffe) Suelta un cañón de agua en la parte delantera, esta agua empuja un poco a los enemigos. (Pistola de sobrecalentamiento) 2nd WEAPON- BUBBLE SHOT Lança uma bolha na frente do carro que fica quicando e rebate nas paredes até atingir algum carro ou uma distancia maxima, quanto mais segurar o botão maior a bolha causando mais dano porem ela fica mais lenta e sua distancia aumenta. Throws a bubble in front of the car that bounces and bounces on the walls until it reaches a car or a maximum distance, the more you hold the button the bigger the bubble causing more damage but it slows down and its distance increases. Lance une bulle devant la voiture qui rebondit et rebondit sur les murs jusqu'à ce qu'elle atteigne une voiture ou une distance maximale, plus vous maintenez le bouton plus la bulle est grosse, causant plus de dégâts mais elle ralentit et sa distance augmente. Lanza una burbuja frente al automóvil que rebota y rebota en las paredes hasta que alcanza un automóvil o una distancia máxima, cuanto más mantenga presionado el botón, más grande será la burbuja causando más daño, pero se ralentiza y su distancia aumenta. 3rd WEAPON - AQUA BOOST Se envolve em um projetil de água ganhando boost, pode empurrar inimigos para o lado e deixa um rastro de agua que causa derrapagem em inimigos. If it gets involved in a water project gaining boost, it can push enemies to the side and leaves a trail of water that causes enemies to skid. S'il s'implique dans un projet d'eau qui prend de l'ampleur, il peut pousser les ennemis sur le côté et laisser une traînée d'eau qui fait déraper les ennemis. Si se involucra en un proyecto de agua que gana impulso, puede empujar a los enemigos a un lado y dejar un rastro de agua que hace que los enemigos patinen. ULTIMATE - GREAT TSUNAMI Invoca uma onda que o deixa invulneravel por 1,5s, quando a onda quebra causa dano e empurrão. Segunda ativação: faz a onda quebrar mais rapido. Summons a wave that leaves you invulnerable for 1.5 seconds, when the wave breaks it causes damage and pushing. Second activation: makes the wave break faster. Invoque une vague qui vous laisse invulnérable pendant 1,5 seconde, lorsque la vague se brise, elle provoque des dégâts et une poussée. Deuxième activation: accélère la rupture de l'onde. Invoca una ola que te deja invulnerable durante 1,5 segundos, cuando la ola se rompe causa daño y empuja. Segunda activación: hace que la ola se rompa más rápido.
  16. 2 points
    Portugues English Français Español 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 skins de Metalophobia / Halloween, toutes les skins seront Heavy Metal Idea para las skins de Metalophobia / Evento de Halloween, todas serán skins de Heavy Metal 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. Idea base: esqueletos Nombre de la skin (sugerencia): Skull Brothers (Lea el texto escuchando Megalovania: v) Apariencia del piloto: los dos serían básicamente esqueletos de cuello rojo con rostro malvado Apariencia de la máquina y las habilidades: el automóvil sería negro y tendría diseños de caja torácica blanca alrededor del automóvil como una radiografía. El cabrestante se reemplazaría con una mano esquelética, SHOCK AWAY y los radios de Singularity serían costillas. 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. Idea base: al ser un Otaku, se basaría en Yokais (más específicamente Kitsune o Kyuubi, el zorro de nueve colas) Nombre de la skin (sugerencia): Kitsune Illusion Apariencia del piloto: usaría un kimono con detalles azules, tendría una máscara de zorro (imagen a continuación) unida a un lado de su cabeza. Apariencia de la máquina y las habilidades: el automóvil sería blanco con detalles del fuego fantasmal de Yokais (eche un vistazo a la primera, tercera y cuarta imagen), el ala del automóvil será el tubo de escape de Kyuubi. Sus habilidades se basarán en referencias a Yokais y espíritus utilizados en anime y manga, Discs of Doom (Primera habilidad) será reemplazado por 3 Onibis (ver cuarta imagen), Power Wave (segunda habilidad) será reemplazado por un sorteo de 9 jarabes. Kyuubi, el Último será una explosión de fuego espiritual. 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. Idea Base: Marioneta / Juguete Embrujado Nombre de la skin(sugerencia): Master of Puppets Apariencia del piloto: sería una marioneta hecha de tela de retazos Apariencia de la máquina y las habilidades: el automóvil sería un carro de cuerda muy similar a un juguete. Espere ... los misiles (Segunda Habilidad) serían autos de juguete, Punchline (Tercera Habilidad) lanzaría cuerdas con bolas atascadas (Batbag Third Image), las animaciones de activación Twist The Metal (Primera Habilidad) y The Big Joke serían sombras hechas por una mano gigante. 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 Idea base: Van Helsing Nombre de la skin(sugerencia): Full Metal Helsing Apariencia del piloto: Van Helsing completo, sin siquiera despegar, la pistola sería reemplazada por una ballesta Apariencia de la máquina y las habilidades: el automóvil sería todo negro y tendría piezas de cuero, la pistola sería reemplazada por una ballesta. En el modo de defensa dispararía dardos plateados, mientras que en el modo de ataque dispararía flechas plateadas 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. Idea base: demonio Nombre de la skin (sugerencia): Demoniac Corsair Apariencia del piloto: Sería un demonio rojo verdoso, su Mohawk sería reemplazado por cuernos y su brazo mecánico sería reemplazado por un tridente demoníaco. Fat Jhonny sería un mini demonio alado Apariencia de la máquina y las habilidades: el automóvil sería rojo y tendría cuernos y una cola puntiaguda reemplazaría la bandera. El arpón sería reemplazado por un tridente demoníaco, las minas serían reemplazadas por cuernos, ¡el objetivo de GET'EM BOYZ! sería reemplazado por un pentagrama en llamas y el Ultimate sería una puerta de entrada al infierno que convoca una mano gigante que atrapa a los enemigos. 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. Idea Base: Grimm Reaper Nombre de la skin(sugerencia): Soul Reaper Apariencia piloto: Ella todavía sería verde, pero obtendría una capucha negra y una guadaña. Apariencia de máquinas y habilidades: el automóvil tendría una calavera en la parte delantera con una capa negra que cubre todo el automóvil. El águila sería reemplazada por una calavera, el búfalo sería un segador volador con los brazos abiertos, los caballos serían reemplazados por Cerberus. WILDFIRE Ideia base: Bruxa de Sangue Nome da Skin (sugestão): Blood Fury Aparencia do Piloto: Usaria um capuz vermelho, suas roupas seriam pretas e ela teria uma foice ensanguentada. Seus olhos deixariam de ter pupilas Aparencia da Maquina e Skills: O carro dela puxaria pro visual classico dela, porem sem o lança chamas da parte superior. Seria preto e teria respingos de sangue por toda parte. Todas as habilidades dela seriam transformadas em manipulação de sangue. Base Idea: Blood Witch Skin Name (suggestion): Blood Fury Pilot's Appearance: She would wear a red hood, her clothes would be black, and she would have a bloody scythe. Your eyes would no longer have pupils Machine and Skills Appearance: Her car would pull for her classic look, but without the flame thrower from the top. It would be black and there would be blood splatter everywhere. All her abilities would be transformed into blood manipulation. Idée de base: sorcière de sang Nom de la Skin(suggestion): Blood Fury Apparence du pilote: elle porterait un capuchon rouge, ses vêtements seraient noirs et elle aurait une faux sanglante. Vos yeux n'auraient plus d'élèves Apparence de la machine et des compétences: sa voiture tirerait pour son look classique, mais sans le lance-flammes par le haut. Ce serait noir et il y aurait des éclaboussures de sang partout. Toutes ses capacités seraient transformées en manipulation de sang. Idea Base: Bruja de Sangre Nombre de la skin(sugerencia): Blood Fury Apariencia del piloto: usaría una capucha roja, su ropa sería negra y tendría una guadaña con sangre. Tus ojos ya no tendrían pupilas Apariencia de la máquina y las habilidades: su automóvil tiraría por su aspecto clásico, pero sin el lanzallamas desde la parte superior. Sería negro y habría salpicaduras de sangre por todas partes. Todas sus habilidades se transformarían en manipulación de sangre. 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. Idea base: Lich Nombre de la skin(sugerencia): Lich de la secta Apariencia del piloto: las huellas serán las mismas de Secto, pero con armadura pesada alrededor y apariencia de cráneo (imágenes a continuación) Apariencia de la máquina y las habilidades: el automóvil tendría un diseño que mezclaría sombras y hielo, las runas delanteras podrían reemplazarse por cristales de hielo y el símbolo Secto con una calavera. Shadow Stroke se convertiría en un proyectil como FrostBolt, Runes of Sacrifice tendría un diseño de cadena, Boost se envolvería en sombras y hielo, mientras que lo último sería como WOW's 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). Idea Base: Zombi Nombre de la skin(sugerencia): Hel-Blár Draugr Apariencia del piloto: un zombie nórdico, tendría una piel gris azulada y ojos azules brillantes más allá del cuerpo descompuesto, tendría algas atrapadas en partes de la cabeza. Apariencia de máquinas y habilidades: la parte delantera del camión sería como una cabeza de zombie en descomposición, el núcleo de hielo sería un cerebro pulsante. Los golpes de Iceberg y Hauling Ice serían pasteles de carne y músculo como el limo del gif a continuación, la cadena de Ice de transporte sería reemplazada por intestinos, Ultimate y Ice Block serían humo (ya que en las leyendas, un Draugr abandona la tierra como nube de humo) STARGAZER Ideia base: Espantalho Nome da Skin (sugestão): Scaremoon 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): Scaremoon 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): Scaremoon 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. Idea básica: Espantapájaros Nombre de la skin(sugerencia): Scaremoon Apariencia piloto: estaría en posición T, sus blusas estarían hechas de trapos y su rostro estaría detrás de una tela irregular, su cabello estaría hecho de paja, tendría una sonrisa macabra y ojos brillantes, llevaría una horquilla en una mano Apariencia de máquinas y habilidades: sería una bola de tela triturada con ojos brillantes, las "alas" serían de paja y la antena sería el sombrero. Orbital Bean sería un ataque de cuervos en un círculo, mientras que el Sistema de soporte vital estaría hecho de ramas de plantas que brotan del suelo cuando se teletransporta, formando una bola de paja transportada por el viento. 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 skin(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. Idea base: Aliens y UFOS Nombre del Skin(sugerencia): Tropa espacial Apariencia piloto: son extraterrestres, pueden liberar la creatividad Apariencia de la máquina y las habilidades: la máquina sería un OVNI flotante, el cañón superior sería reemplazado por un parabólico. Supremacy Shot sería un láser que saldría del parbólico, Bulls Eye lanzaría un láser de muerte y el objetivo tendría el símbolo genérico de extraterrestres, Ja Red Carpet sería un láser gigante desde el espacio. VULTURE Ideia base: Centauro Nome da Skin (sugestão): Hunter Centaur Aparencia do Piloto: A parte de cima do centauro, ele usaria uma armadura leve, um capuz e uma mascara Aparencia da Maquina e Skills: A moto seria a parte de baixo do centauro tendo cascos e rabo e tudo. Para as laminas eu tive 2 ideias, ou ele usaria uma lança ou poderia ser um Arco, Quando ele puxa as laminas poderia ser ele levantando as mãos invocando uma magia. A ultimate poderia ser baseado em magia tambem. Base Idea: Centaur Skin Name (suggestion): Hunter Centaur Pilot's Appearance: On top of the centaur, he would wear light armor, a hood and a mask Machine & Skills Appearance: The bike would be the bottom of the centaur with hooves and tail and all. For the blades I had 2 ideas, either he would use a spear or it could be a bow. When he pulls the blades it could be him raising his hands invoking a spell. The ultimate could be based on magic as well. Idée de base: Centaure Nom de la Skin(suggestion): Hunter Centaur Apparence du pilote: au-dessus du centaure, il portait une armure légère, une cagoule et un masque Apparence de la machine et des compétences: le vélo serait le bas du centaure avec des sabots et une queue et tout. Pour les lames, j'ai eu 2 idées, soit il utiliserait une lance, soit ce pourrait être un arc. L'ultime pourrait aussi être basé sur la magie. Idea Base: Centauro Nombre de la skin(sugerencia): Hunter Centaur Apariencia del piloto: encima del centauro, usaría una armadura ligera, una capucha y una máscara Apariencia de máquinas y habilidades: la bicicleta sería la parte inferior del centauro con pezuñas y cola y todo. Para las cuchillas tuve 2 ideas, o usaría una lanza o podría ser un arco. Cuando tira de las cuchillas, podría ser él levantando las manos invocando un hechizo. Lo último también podría basarse en la magia.
  17. 2 points
    Added ideas coming from Grille'D Pain from the feedback and suggestion channel in Discord.
  18. 2 points
    Car Name: Gambler Pilot Name: John T. Hold'em Class: Interceptor Descrição da Piloto: Usaria uma roupa de Croupier e teria em cada olho uma pintura do naipe de espadas e do naipe de ouros, ele usaria luvas que teriam desenhadas o naipe de paus e de copas. Seu rosto seria como os Bobby de We Happy Few Pilot's Description: He would wear a Croupier outfit and have in each eye a painting of the suit of spades and the suit of diamonds, he would wear gloves that would have drawn the suit of clubs and hearts. Your face would be like We Happy Few's Bobby Description du pilote: Il porterait une tenue de croupier et aurait dans chaque œil une peinture représentant le costume de pique et le costume de diamants, il porterait des gants qui auraient dessiné le costume de clubs et de cœurs. Votre visage serait comme Bobby de We Happy Few Descripción del piloto: usaría un traje de crupier y tendría una pintura del traje de espadas y el traje de diamantes en cada ojo, usaría guantes que habrían dibujado el traje de garrotes y corazones. Tu cara sería como el Bobby de We Happy Few Aparencia do Veiculo: Seria um Mercedes 30SS vermelho e verde, suas rodas teriam a aparencia de roletas, na parte de cima teria um dado (explicação abaixo) e atrás teria uma maquina caça-níquel Vehicle Appearance: It would be a red and green Mercedes 30SS, its wheels would look like roulette wheels, the top would have a die (explanation below) and the rear would have a slot machine Apparence du véhicule: Ce serait une Mercedes 30SS rouge et verte, ses roues ressembleraient à des roues de roulette, le haut aurait un dé (explication ci-dessous) et l'arrière aurait une machine à sous Apariencia del vehículo: sería un Mercedes 30SS rojo y verde, sus ruedas se verían como ruedas de ruleta, en la parte superior habría un dado (explicación a continuación) y en la parte posterior habría una máquina tragamonedas Tema: Plot: Seguidor fiel de Killer J, ele comanda uma agencia de jogos de azar. Tão trapaceiro quanto seu chefe ele está na arena apenas para lucrar. Faithful follower of Killer J, he runs a gambling agency. As cheater as his boss he is in the arena just to profit. Adepte fidèle de Killer J, il dirige une agence de jeux d'argent. Tricheur comme son patron, il est dans l'arène juste pour en tirer profit. Un fiel seguidor de Killer J, dirige una agencia de juegos de azar. Tan tramposo como su jefe, está en la arena solo para obtener ganancias. Passive - Lucky Dice O dado em cima do carro altera de numero de tempos em tempos, o numero multiplicará o ataque base por 1 a 6 vezes de acordo com o numero que aparecer. Quanto menor o HP de Gambler maior a probabilidade de cair numeros altos. The die above the car changes from time to time, the number will multiply the base attack by 1 to 6 times according to the number that appears. The lower Gambler's HP, the more likely it is to drop high numbers. Le dé au-dessus de la voiture change de temps en temps, le nombre multipliera l'attaque de base de 1 à 6 fois en fonction du nombre qui apparaît. Plus le nombre de HP du joueur est faible, plus il est susceptible de perdre des nombres élevés. El dado en el auto cambia en número de vez en cuando, el número multiplicará el ataque base de 1 a 6 veces según el número que aparezca. Cuanto más bajo es el HP del jugador, mayor es la probabilidad de que caigan números altos. 1st Skill- Showdown Ele solta 3 projeteis em formas de carta para frente (uma reta, 2 em um angulo de 30° do centro) cada carta causa dano sendo a do centro o maior e a das pontas menor He unleashes 3 forward letter projectiles (one straight, 2 at a 30 ° angle from the center) each card deals damage with the center being the largest and the of the tips, smaller il lance 3 projectiles à lettre avant (un droit, ), chaque carte inflige des dégâts, le centre étant le plus gros et le des pointes, plus petites Libera 3 proyectiles en forma de letras hacia adelante (uno recto, 2 en un ángulo de 30 ° desde el centro) cada carta hace daño, siendo el centro el más grande y la punta el más pequeño 2nd Skill - Death Roullet Ele lança uma roleta que funcionaria como um disco de air hockey e ficaria rebatendo nas paredes, nos carros inimigos e na bomba, causando dano nos inimigos que atingir He launches a roulette wheel that would act as an air hockey puck and would be bouncing off walls, enemy cars and the bomb, dealing damage to enemies it hits. Il lance une roue de roulette qui ferait office de rondelle de hockey sur air et rebondirait sur les murs, les voitures ennemies et la bombe, infligeant des dégâts aux ennemis qu’elle frappe. Lanza una rueda de ruleta que funcionaría como un disco de hockey de aire y rebotaría en las paredes, los autos enemigos y la bomba, causando daños a los enemigos que golpea. 3rd Skill- Jackpot A maquina caça-níquel que fica atrás do carro se abre e libera varias fichas, essas fichas causam dano e descontrole nos carros inimigos The slot machine behind the car opens and releases several tokens. These tokens deal damage and uncontrolled enemy cars. La machine à sous située derrière la voiture s'ouvre et libère plusieurs jetons, qui infligent des dégâts aux voitures ennemies non contrôlées. La máquina tragamonedas detrás del automóvil se abre y libera varias fichas, estas fichas causan daños y automóviles enemigos no controlados. Ultimate: Lucky Number Gambler manipula o dado para cair 7, multiplicando assim todo o dano por 7 por alguns segundos, e todas as armas recarregam instantaneamente (apenas na ativação da habilidade) Gambler manipulates the die to drop 7, thus multiplying all damage by 7 for a few seconds, and all weapons reload instantly (skill activation only) le joueur manipule le dé pour en faire tomber 7, multipliant ainsi tous les dégâts par 7 pendant quelques secondes et toutes les armes rechargées instantanément (activation de la compétence uniquement) El jugador manipula el dado para soltar 7, multiplicando así todo el daño por 7 durante unos segundos, y todas las armas se recargan instantáneamente (solo cuando se activa la habilidad)
  19. 2 points
    Car Name: Pirouette Pilot name: Éléonore Diamantina Class: Transporter Descrição da Piloto: Ela usaria uma mascara com pena multicolorida e uma roupa de bailarina cheia de confetes. Pilot Description: She would wear a multicolored feather mask and a ballerina outfit full of confetti. Description du pilote: Elle porterait un masque de plumes multicolores et une tenue de ballerine pleine de confettis. Descripción del piloto: ella usaría una máscara de plumas multicolores y un traje de bailarina lleno de confeti. Descrição da Maquina: Seria um Carro Smart bem pequeno branco cheio de bolinhas coloridas, solta um leve rastro brilhante que representa seus insetos robos. Description of the Machine: It would be a very small Smart White Car full of colored balls, loose a slight bright trace representing your Robot insects Description de la machine: Ce serait une très petite voiture Smart blanche, pleine de pois colorés, laissant une légère trace brillante représentant vos insectes robots Descripción de la máquina: Sería un Smart Car blanco muy pequeño lleno de bolas de colores, dejando un rastro ligero y brillante que representa sus insectos robóticos. Musical Theme: Metal Ballet LORE Fiel seguidora, alem de apaixonada, de Killer J. Ela é experiente em micro robotica e criou um enxame de robos multicoloridos que a auxilia em suas empreitadas. Possui um ar bem sadico e é especialista em tortura tanto fisica quanto mental. Devido a todas essas caracteristicas, Killer J permite que ela o siga. Faithful follower, in addition to being passionate, of Killer J. She is experienced in micro robotics and has created a swarm of multicolored robots that assists her in her endeavors. He has a very sadistic air and specializes in both physical and mental torture. Due to all these characteristics, Killer J allows her to follow him. Fidèle adepte, en plus d'être passionnée, de Killer J. Elle est expérimentée en micro robotique et a créé un essaim de robots multicolores qui l'assiste dans ses démarches. Il a un air très sadique et est spécialisé dans la torture physique et mentale. En raison de toutes ces caractéristiques, Killer J lui permet de le suivre. Seguidor fiel, además de apasionado, de Killer J. Tiene experiencia en micro robótica y ha creado un enjambre de robots multicolores que la ayudan en sus esfuerzos. Tiene un aire muy sádico y se especializa en tortura física y mental. Debido a todas estas características, Killer J le permite a ella seguirlo. PASSIVE - Protect Your Queen Usando seus insetos como defesa, caso seja atacada, devolve 10% do dano tomado para o carro inimigo. Depois de atingida, leva 2 segundos para ativar novamente Using your insects as a defense, if attacked, return 10% of the damage taken to the enemy car. Once hit, it takes 2 seconds to activate again En utilisant vos insectes comme défense, si vous êtes attaqué, infligez 10% des dégâts subis à la voiture ennemie. Une fois touché, il faut 2 secondes pour activer à nouveau Usar sus insectos como defensa, si es atacado, devuelve el 10% del daño recibido al auto enemigo. Una vez alcanzado, tarda 2 segundos en activarse nuevamente 1st SKILL - Hive Scissor Os insetos formam uma tesoura na frente do carro, que causa dano por segundo. A arma teria super aquecimento. The insects form scissors in front of the car, which causes damage per second. The skill would have overheated. Les insectes forment des ciseaux devant la voiture, ce qui cause des dégâts par seconde. La compétence aurait surchauffé. Los insectos forman tijeras frente al automóvil, lo que causa daños por segundo. La habilidad se habría sobrecalentado. 2nd SKILL - Umbrella Cria um guardachuva que a proteje de projeteis a frente dela por um tempo, se não usar a segunda ativação ela se desfaz. Segunda ativação: o guarda chuva se fecha e vira um torpedo Create an umbrella that protects it from projectiles in front of it for a while, if you don't use the second activation it falls apart. Second activation: the umbrella closes and turns into a torpedo Créez un parapluie qui le protège des projectiles devant lui pendant un certain temps, si vous n'utilisez pas la deuxième activation, il se désagrège. Deuxième activation: le parapluie se ferme et se transforme en torpille Crea un paraguas que lo proteja de los proyectiles frente a él por un tiempo, si no usas la segunda activación, se desmorona. Segunda activación: el paraguas se cierra y se convierte en un torpedo. 3rd SKILL - You Spin me Round Cria um pião de baixo do carro com serras nas bordas que causam dano, esse pião aumenta a velocidade do carro por alguns segundos. Creates a spinning top underneath the car with damaging edge saws, this spinning top increases the car's speed for a few seconds. Créer une toupie sous la voiture avec des scies à chant très dommageables, cette toupie augmente la vitesse de la voiture pendant quelques secondes. Crea una peonza debajo del auto con sierras en los bordes que causan daños, esta velocidad de hilatura aumenta el auto por unos segundos. ULTIMATE - Bubble Shield Ela se envolve com os insetos em uma redoma, caso seja atacada os insetos causam a mesma quantidade do dano recebido ao carro que atacou, ela fica invulneravel a dano por alguns segundos, quando nesse modo, ela não pode usar suas habilidades. She gets involved with the insects in a dome, in case she is attacked, the insects cause the same amount of damage to the car that she attacked, she is invulnerable to damage for a few seconds, when in this mode she can not use her abilities. Elle est impliquée avec les insectes dans un dôme, au cas où elle serait attaquée, les insectes causeraient autant de dégâts à la voiture qu’elle attaquait, elle est invulnérable pendant quelques secondes, quand dans ce mode elle ne peut pas utiliser ses capacités. Ella se involucra con los insectos en una cúpula, si los insectos son atacados causan la misma cantidad de daño recibido al auto que atacó, es invulnerable al daño por unos segundos, cuando en este modo, no puede usar sus habilidades.
  20. 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.
  21. 2 points
    Nome da Piloto: Yunet Amber Classe: Transportador Aparencia da Piloto: Usaria roupas de beduino, com tunica e véu para se proteger dos ventos cortantes de Sand Sea, ela teria a pele bronzeada, os olhos seriam da cor do Ambar Pilot Name: Yunet Amber Class: Conveyor Pilot Appearance: She would wear bedouin clothes, with tunic and veil to protect herself from the sharp winds of Sand Sea, she would have tanned skin, her eyes would be the color of Ambar Nom du pilote: Yunet Amber Classe: Convoyeur Apparence de pilote: elle porterait des vêtements bédouins, avec une tunique et un voile pour se protéger des vents violents de Sand Sea, elle aurait une peau bronzée, ses yeux seraient de la couleur d'Ambar. Aparencia do veículo: Seria um carro de Rally de Deserto, porem estilo madmax, ela seria membro dos Piratas de Areia de Dirt Devil Vehicle Appearance: It would be a Desert Rally car, but madmax style, she would be a member of Dirt Devil Sand Pirates Apparence du véhicule: Ce serait une voiture de rallye du désert, mais dans le style madmax, elle serait membre de Dirt Devil Sand Pirates. theme: Plot: Vivia junto com sua familia em uma tribo nomade em Sand Sea, até que foram atacados pelo Verme da Areia. Apenas ela sobreviveu ao ataque, pois foi salva por Dirt Devil e sua tripulação. Ela agora o segue devido seu debito de vida e para se vingar do Verme de Areia. Está nas arenas para ajudar Dirt Devil. Plot: She lived with his family in a nomadic tribe in Sand Sea until they were attacked by the Sandworm. Only she survived the attack as she was saved by Dirt Devil and his crew. She now follows him because of her life debt and to get revenge on the Sandworm. It's in the arenas to help Dirt Devil. Plot: Elle vivait avec sa famille dans une tribu nomade à Sand Sea jusqu'à ce qu'ils soient attaqués par le ver des sables. Elle a seulement survécu à l'attaque, sauvée par Dirt Devil et son équipe. Elle le suit maintenant à cause de sa dette de vie et de se venger du Sandworm. C'est dans les arènes d'aider Dirt Devil. Passiva: Possui uma armadura de Areia que diminui o dano tomado em cerca de 50% (quando o HP estiver cheio), quanto menor o HP, menor a proteção da armadura e maior a velocidade dela Passive: Has a Sand armor that decreases damage taken by about 50% (when HP is full), the lower the HP, the lower the armor protection and the higher its speed. Passif: possède une armure de sable qui réduit les dégâts subis d'environ 50% (lorsque le CV est plein), plus le CV est bas, plus la protection de l'armure est basse et plus sa vitesse est rapide. 1ª Habilidade: Cria espinhos de areia em sua volta que causam dano aos inimigos que encostam. Segunda ativação: lança os espinhos causando dano e marcando o inimigo, quanto mais marcações tiver, mais lento o inimigo fica. 1st Skill: Creates sand spikes around you that damage the touching enemies. Second Activation: Throws the spikes dealing damage and marking the enemy, the more marks the slower the enemy becomes. Compétence 1: Crée des pointes de sable autour de vous qui endommagent les ennemis en contact. Deuxième activation: jette les épines infligeant des dégâts et marquant l'ennemi, plus il marque, plus il ralentit. 2ª habilidade: Cria um muro de areia. Caso um inimigo se choque receberá dano de acordo com a velocidade que bateu (pode ser combado muito bem com a Investida do Rampage). Caso um inimigo, habilidade inimiga ou a bomba encoste na parede ela se desfaz instantaneamente. Caso um inimigo estiver em cima do local onde o muro for criado, ele será arremessado para cima, tomando dano, e o muro irá se desfazer 2nd Skill: Creates a sand wall. If an enemy collides, it will be dealt damage according to its speed (it can be combated very well with the Rampage Charge). If an enemy, enemy ability or bomb hits the wall it instantly crumbles. If an enemy is on the spot where the wall is created, it will be thrown upwards, taking damage, and the wall will crumble. compétence 2: Crée un mur de sable. Si un ennemi entre en collision, il subira des dégâts en fonction de sa vitesse (il peut être très bien combattu avec la Charge Rampage). Si un ennemi, une capacité ennemie ou une bombe frappe le mur, il s'effrite instantanément. Si un ennemi est à l'endroit où le mur est créé, il sera projeté vers le haut, subissant des dégâts, et le mur s'effondrera. 3ª Habilidade: Cava um buraco e sai alguns metros a frente, o percurso entre os buracos causam pequenas explosões de areia que causam dano. funcionaria como o Pulo da LM porem pra baixo e sem a repetição Skill 3: Digs a hole and exits a few meters ahead, the path between the holes causes small sand blasts that do damage. would work like the LM Jump but without repeating Compétence 3: Creusez un trou et sortez quelques mètres plus loin. Le chemin entre les trous provoque de petites explosions de sable qui causent des dégâts. fonctionnerait comme le LM Leap mais sans répéter Ultimate: Invoca um furacão de areia que puxa os inimigos no caminho causando dano Ultimate: Summons a hurricane of sand that pulls enemies along the way dealing damage. Ultimate: Invoque un ouragan de sable qui attire les ennemis le long du chemin et leur inflige des dégâts.
  22. 2 points
    nome do Piloto: Derek Jayson A.K.A DJ Classe: Transportador Aparencia do piloto: Ele usaria um capuz com um boné por baixo, oculos escuros estilizados cyberpunk e uma bandana tampando o rosto Pilot Name: Derek Jayson A.K.A DJ Class: Carrier Pilot's Appearance: He would wear a hood with a cap underneath, cyberpunk stylized sunglasses and a face bandana Nom du pilote: Derek Jayson A.K.A DJ Classe: Convoyeur Apparence du pilote: il portait une cagoule, des lunettes de soleil stylisées cyberpunk et un bandana pour le visage. Descrição do Veiculo: O carro dele seria uma camionete cheia de caixas de som por todas as partes Vehicle Description: His car would be a pickup truck full of speakers everywhere. Description du véhicule: Sa voiture serait une camionnette pleine de haut-parleurs partout. Plot: Filho de um dos Patronos, apoia e trabalha secretamente para os Underdogs, pois acredita que um mundo livre da corrupção promovida pelos seus pais e pelo Secto é um mundo melhor (Por isso a mascara e o Capuz). Está na arena para auxiliar Stingray e Stargazer e tambem porque quer mais adrenalina em sua vida Plot: Son of one of the Patrons, he secretly supports and works for the Underdogs, as he believes that a world free of corruption promoted by his parents and the Secto is a better world (So the Mask and the Hood). You're in the arena to help Stingray and Stargazer and also because you want more adrenaline in your life. Parcelle: Fils d'un des mécènes, il soutient et travaille secrètement pour les outsiders, car il croit qu'un monde sans corruption promu par ses parents et le Secto est un monde meilleur (le masque et le capuchon). Vous êtes dans l'arène pour aider Stingray et Stargazer et aussi parce que vous voulez plus d'adrénaline dans votre vie. Passiva : Possui uma barra de volume que quando está alta causa Stun nos inimigos quando usa habilidades, toda vez que usa uma dessas armas o Volume abaixa e só recarrega caso uma dessas habilidades não sejam usadas. O tempo de Stun depende do volume chegando ao maximo 2 segundos. A indicação seria a parte de cima do carro e uma barrinha acima do HP (isso apenas para o player) Passive: Has a volume bar that when high causes Stun enemies when using abilities, every time you use one of these weapons the volume lowers and only reloads if one of those abilities is not used. Stun time depends on the volume reaching a maximum of 2 seconds. The indication would be the top of the car and a bar above the HP (this only for the player) Passif: possède une barre de volume qui étourdit les ennemis lors de l'utilisation de capacités, chaque fois que vous utilisez l'une de ces armes, le volume diminue et n'est rechargé que si l'une de ces capacités n'est pas utilisée. La durée d'étourdissement dépend du volume atteignant un maximum de 2 secondes. L'indication serait le haut de la voiture et une barre au-dessus des HP (ceci uniquement pour le joueur) 1ª habilidade: Uma arma de superaquecimento, enquanto estiver segurando o botão o carro irá soltar ondas sonoras em volta do carro que causa dano e um leve empurrão (caso atinja o aquecimento maximo pensei em levar 4s pra recarregar) 1st Skill: An overheating weapon while holding the button will cause the car to release sound waves around the car that causes damage and a slight push (if it reaches maximum warmth I thought it would take 4s to reload) 1er Compétence: Une arme surchauffée tout en maintenant le bouton enfoncé, la voiture émet des ondes sonores autour de la voiture qui causent des dégâts et une légère poussée (si elle atteint une chaleur maximale, je pensais qu'il faudrait 4 secondes pour recharger.) 2ª habilidade: Deixa um speaker no chão, caso um inimigo passe por cima ele recebe Silence (não pode usar habilidades) (Volume alto: carros inimigos proximos podem sofrer stun) 2nd Skill: Leaves a speaker on the ground, if an enemy passes over he receives Silence (cannot use skills) (High volume: nearby enemy cars may be stunned) 2ème Compétence: Laisse un haut-parleur au sol. Si un ennemi passe au-dessus, il reçoit le silence (ne peut pas utiliser ses compétences) (volume élevé: les voitures ennemies proches peuvent être assommées) 3ª habilidade : Solta uma parede sonora que dá um impulso de velocidade e empurra inimigos para trás (Plus: quanto mais alto volume, maior a distancia do impulso) 3rd Skill: Unleashes a sound wall that gives a speed boost and pushes enemies back (Plus: the higher the volume, the farther the distance away) 3ème compétence: libère un mur antibruit qui accélère la vitesse et repousse les ennemis (plus: plus le volume est élevé, plus la distance est grande) Ultimate - TURN DOWN FOR WHAT: Solta uma mega explosão sonora em volta do carro que junta os efeitos da primeira e segunda habilidade Ultimate - TURN DOWN FOR WHAT: unleashes a mega sound explosion around the car that brings together the effects of the first and second ability. Ultimate - TURN DOWN FOR WHAT: déclenche une méga explosion sonore autour de la voiture, qui associe les effets de la première et de la deuxième capacité. Estilo Musical: Tecno-Metal (um genero que possui instrumentos eletronicos como todos os Underdogs porem com mais metal para representar sua vida dupla) Musical Style: Techno-Metal (a genre that has electronic instruments like all Underdogs but with more metal to represent their double life) Style de musique: techno-métal (un genre qui a des instruments électroniques comme tous les outsiders mais avec plus de métal pour représenter leur double vie)
  23. 2 points
    Hi there! I'm doing a Wildfire 3D Fan Art, take a look. My goal is to model it and make a little animation, as soon as I have more advances I will update here. I have a topic in the Brazilian Forum, where I will update the process in more detail. https://www.heavymetalmachines.com/forum/br/index.php?/topic/181-wildfire-3d-fan-art-help-needed/ I hope Wildfire fans like the result. = D Any criticism is welcome! Little update!!
  24. 2 points
    Hi everybody. Theyre 3 weeks since I and some friends discover heavy metal machines. We re 5 spanish dota and lol players and we fall in love with this game. I think that HMM is a frenzied moba and it can have a bright future so I trust that the Hoplon guys will bring us a lot of funny moments. We re the Iceteam cream (a little dyslexic pun), but somebody call us Iceboys because of the prefix ICE. I expect that in the future will be much more spanish player in metal city. For the moment, we continues playing HMM, enjoying and discovering that marvelous comunity. Sorry for my english. And remember: "Nothing can wo grong! ;-)"
  25. 2 points
    Все мы знаем как сейчас тяжко нашей Светлане Фотоновне. И Чёрному Лотосовичу. Так что надо поднимать эту тему, чтобы наши пожелания были услышаны. Так вот, придумал что-то классненькое на нашу любимую Фотон! Круто было бы добавить ей особенность как дополнительная способность. Зацените. Всё будет заключатся на пассивной способности Фотон Ультрафиолетовый реактор , который будет позволять накапливать 'энергию света'. Будет присутствовать дополнительная шкала энергии света до 100 ед. Пассивно накапливает 0,5 ед в секунду. Q- способность Скорость света : Бросавает свою проекцию из света вперёд исцеляя союзн. на 200 и нанося урон противн. на 100, кулдаун 3 секунды. Накапливает 10 ед. эн. , не проходит сквозь противников. W-способность Яркий всплеск: высвобождает энергию света в размере 50ти едениц исцеляя всех союзников вокруг себя на 300 хп, а противники теряют управление на 1,5 секунды. Кулдаун 8 секунд. E-способность След надежды:Оставляет за собой тот самый след на 3 секунды исцеляя союзников на 15 ед здоровья в секунду и наносит урон противникам 10 ед в секунду. Управление обоих сторон улучшается. Тратит 50 ед энергии света. Куладун 8 секунд. R-способность Призма : машина транформируется. На капоте появляется лазерная пушка, которая в течении 12ти секунд земеняет Q-способность, вылечивает всех союзников на 5 ед в секунду и накладывает баф "Усиление урона". Q-способность под ультой Луч 2L87: Выстреливает лучом из пушки поражая насквозь всех исцеляя и нанося урон союзникам и противникам соответственно в размере 100 ед. Кулдаун: 3 секунды. F-способность Измерение света : сливается со светом вокруг и становится невидимой для всех игроков. Машины противника могут столкнутся с Фотон. Во время действия Фотон, проходя через союзников, исцеляет их на 100 и пассивно на 150 в течении 5ти секунд. Длительность: 12 секунд. Использует 100 ед эн. света. Кулдаун: 20 секунд. На мой взгляд всё дисбалансно, но сама концепция достойна того чтобы жить. Пишите в комментарии, что бы вы подредактировали? Или свои варианты способностей на Фотон.
  26. 2 points
    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.
  27. 2 points
    theme nature: curled up caterpillars for the wheels and the car made out of wood and tree roots pilot: female with a battle armor made enterily out of leaves and wood interceptor/sup q: shoot a flower seed that when it hits a car makes a flower on the tires that slows them w: plant a tree in the current location blocking the path e: boosts leaving a trail of gras behind slowing enemies ignites if it touches lava dealing dmg r: makes a circle of roots in the current position traping all enemies inside it until destroyed
  28. 2 points
    Please stop it now already. Everyone is free to give any ideas they want, as long as it's just not pure plagiarism, which in the current case, isn't at all.
  29. 2 points
    Hi there, Here you can find all official channels for Heavy Metal Machines. Any languages communities Discord Youtube English Communities Twitter Facebook Instagram Portuguese Communities Facebook Twitter Instagram Russian Community VK Technical Support can always be reached here. We welcome you all to connect with us on these platforms!
  30. 2 points
    Hi guys, so here i will present you my character concept. It would be a support. His car could look like an old rats trash truck, really f***ed up, drived by a very old and thin one-eyed redneck. Passive : Randomly throw garbage behind him (bouncing away) , slowing ennemies and giving metal to allies Wep 1 - Smoke : Blow a smoke cloud, healing allies and blinding ennemies for a small amount of time. - upgrade : AOE increased, cooldown... Wep 2 - Slick : Spread oil (Could be puddle or trail ) making cars behind him loose control, loosing HP if hits walls - upgrade : Oils burn damaging more hp Ult - Plutonium : High speed effect, garbage can push allies. Tell me what you think of it Thanks for reading. Graabz
  31. 2 points
  32. 2 points
    1) BOSS Mode 10 player against a Boss. Boss will be made like a Mix of the actual Cars with more Life and Upgraded Skils and more damage. 2) I'm The Boss A normal game but you choose one of the Boss existing in game 3) IMBA Cars have extraordinary abilitys like Clunker with 10 hooks around the car. WildFire with 10s Cd Ultimate and ... etc etc just Crazy things Other thotes Here http://www.heavymetalmachines.com/forum/br/index.php?/profile/8-soyer/ [PORTUGUESE]
  33. 2 points
    Hmm...I don't know how work better in game that She shoot at same time or with a time between them :3 so first I just wanna test ^^ but I can't At one time I would like to see them if you're in. I have 3-4 concept in my head ,so first I will draw them on paper ,and after these I will try draw on my computer. (The most of concepts will come in this month,I hope... ^^ )
  34. 2 points
    Join the EU community http://steamcommunity.com/groups/hmmeu I go organize events If you want, join my clan http://steamcommunity.com/groups/blacksteelbc
  35. 1 point
    Dear Dev-Team, I´m a returning player (I played back then in early 2017) and I´m also a game developer myself. I started playing yesterday again and to my surprise, the game feels way too different from what I played originally back then. I would love to share my feedback with you guys which will be split into three-part in order to make it easy and clear. First "the good", then "the bad" and finally "the ugly". I hope you will find it constructive and helpful. Let´s start with the good first: - Better bomb/machines physics - Different machines sizes and the body blocking (still not perfect but I love it) - No more annoying scenes/sequences like the one played on the match start or after each round. - The new respawn system (add depth to the game I like it) - The new UI/UX: you guys did a great job. Looks clean and fits the game theme. - The addition of different effects and items: like the score effect, death effect, etc. it adds a lot of flavor to the game. - The Battlepass: the Grind I know I know, some do like them and some do not. But I think it´s a good addition to the mix. Now let´s dive to the bad: - The pace of the game: way too fast and this is due to increasing damage/burst. I get the idea behind adding more Risk/Reward by increasing the lethality and adding longer cast times for some abilities in order to make skill shots harder to hit. But IMHO there is no more back and forth during team-fights and it feels like rushing the bomb carrier (zergs swarming) and bursting him instantly without giving a chance/time for a reaction or a counterplay. Especially when you´re trying to heal or CC someone. The game still a MOBA. I know it is more than that but still, the one-shot or burst mechanic should not be the norm for this game. - the removal of the path indicator (the arrows drawn on the ground) toward the goal. It might be distracting but was really helpful especially in the Metal God Arena. Maybe add some permanent drawing/signs on the ground in the middle section to show the direction in order to guide the player toward the enemy goal? And lastly the ugly: - The removal of the upgrade shop/system: But WHY? Enough with the typical excuses like: "it might not be balanced or hard to balance" or even worst "It might confuse new players" etc. No one wants to hear those excuses. Removing the RPG elements from the game it´s like turning it into a one-dimensional game, boring and repetitive. Customization is the bread and butter of every MOBA game. Take it out and you take the MOBA identity with it. - The removal of the awesome victory/end scene/sequence. Yes, I´m talking about the MVP machine drifting around the statue. It was a beautiful way to showcase your machine skin and giving credit to a good player. And the damn good End music theme. I spent hours searching like a maniac on the internet for that particular song with no luck. I demand to have it back into the game (like please please At least can we have a link to listen to that song again? At last, I would say that the game still feels awesome and it's a pleasure to play. Your passion and dedication can be seen through the work you did put on it. Thank you for developing such a great game. keep up the good work and looking forward to playing more. Cheers, A Big fan
  36. 1 point
    CAR NAME: Parfum PILOT NAME: Rosemary Janis Gardenfall CLASS: Support Descrição da Piloto: Ela teria cabelos longos e usaria uma tiara de flores, usaria roupas multicoloridas estilo Hippie, seria bastante good vibes e calma. Pilot's description: She would have long hair and would wear a flower headband, would wear multicolored Hippie-style clothes, would be quite good vibes and calm. Description du pilote: Elle aurait les cheveux longs et porterait un bandeau fleuri, porterait des vêtements multicolores de style hippie, avec une nature calme et conviviale. Descripción del piloto: Ella tendría el cabello largo y usaría una diadema de flores, usaría ropa multicolor de estilo hippie, sería muy buena onda y calma. Descrição do Carro: Seria uma mini Kombi com uma flor enorme na parte de cima. Ela seria toda decorada com flores. Car Description: It would be a mini Kombi with a huge flower on top. It would all be decorated with flowers. Description de la voiture: Ce serait un mini Kombi avec une énorme fleur sur le dessus. Tout serait décoré de fleurs. Descripción del auto: Sería un mini Kombi con una gran flor en la parte superior. Todo estaría decorado con flores. Theme: LORE É a irmã do meio das 3 irmãs que apareceram na arena. É a mais calma das 3, sempre radiante e com um sorriso facil no rosto, sempre vê o lado positivo das coisas e adora descobrir coisas novas. Ela e suas irmãs estão pesquisando as plantas para melhorar o meio ambiente do mundo, o foco de sua pesquisa são as flores e plantas curativas para conseguir criar remedios naturais contra varias doenças. Está nas arenas para ajudar suas irmãs a financiar suas pesquisas. She is the middle sister of the 3 sisters who appeared in the arena. She is the most calm of the 3, always radiant and with an easy smile on her face, always sees the positive side of things and loves to discover new things. She and her sisters are researching plants to improve the environment of the world, the focus of their research is on flowers and healing plants to be able to create natural remedies against various diseases. She is in the arenas to help his sisters finance their research. Elle est la sœur du milieu des 3 sœurs qui sont apparues dans l'arène. Elle est la plus calme des 3, toujours rayonnante et avec un sourire facile sur son visage, voit toujours le côté positif des choses et aime découvrir de nouvelles choses. Elle et ses sœurs font des recherches sur les plantes pour améliorer l'environnement du monde, leur recherche se concentre sur les fleurs et les plantes médicinales pour pouvoir créer des remèdes naturels contre diverses maladies. Elle est dans les arènes pour aider ses sœurs à financer leurs recherches. Ella es la hermana del medio de las 3 hermanas que aparecieron en la arena. Es la más tranquila de las 3, siempre radiante y con una sonrisa fácil en su rostro, siempre ve el lado positivo de las cosas y le encanta descubrir cosas nuevas. Ella y sus hermanas están investigando plantas para mejorar el medio ambiente del mundo, el foco de su investigación está en las flores y las plantas curativas para poder crear remedios naturales contra diversas enfermedades. Ella está en las arenas para ayudar a sus hermanas a financiar su investigación. PASSIVE - Aromatherapy Remove os efeitos negativos (Stun, Slow, Burn, Congelamento, Stacks, etc) de seus aliados quando acerta suas habilidades. Removes negative effects (Stun, Slow, Burn, Freeze, Stacks, etc.) from your allies when you hit your skills. Supprime les effets négatifs (étourdissement, lent, brûlure, gel, piles, etc.) de vos alliés lorsque vous touchez vos compétences. Elimina los efectos negativos (aturdir, ralentizar, quemar, congelar, apilar, etc.) de tus aliados cuando golpeas tus habilidades. 1st SKILL- Sweet Mary Pollen Lança uma nuvem de polem cheiroso para frente que cura aliados e causa dano em inimigos, a fumaça fica alguns segundos e se desfaz com o tempo curando menos e causando menos dano a cada segundo. Throws a cloud of fragrant pollen forward that heals allies and deals damage to enemies, the smoke stays for a few seconds and dissolves over time healing less and causing less damage every second. Projette un nuage de pollen parfumé vers l'avant qui soigne les alliés et inflige des dégâts aux ennemis, la fumée reste pendant quelques secondes et se dissout avec le temps, soignant moins et causant moins de dégâts chaque seconde. Lanza una nube de polen fragante hacia adelante que cura a los aliados e inflige daño a los enemigos, el humo permanece durante unos segundos y se disuelve con el tiempo, curando menos y causando menos daño cada segundo. 2nd SKILL - Flower Power Marca um inimigo por alguns segundos, as habilidades do inimigo marcado passam a curar os aliados em vez de causar dano. Marks an enemy for a few seconds, the marked enemy's abilities begin to heal allies instead of dealing damage. Marque un ennemi pendant quelques secondes, les capacités de l'ennemi marqué commencent à soigner ses alliés au lieu d'infliger des dégâts. Marca a un enemigo durante unos segundos, las habilidades del enemigo marcado comienzan a curar a los aliados en lugar de infligir daño. 3rd SKILL - Aloe Vera Ativa um irrigador cheio de Aloe Vera enquanto ganha um boost de velocidade, o irrigador fica girando por um tempo e deixa o liquido por alguns segundos no solo, o liquido emana um cheiro que cura aliados. Activates an irrigator full of Aloe Vera while gaining a speed boost, the irrigator is spinning for a while and leaves the liquid for a few seconds on the ground, the liquid emanates a smell that heals allies. Active un irrigateur plein d'Aloe Vera tout en gagnant en vitesse, l'irrigateur tourne pendant un certain temps et laisse le liquide quelques secondes au sol, le liquide dégage une odeur qui guérit les alliés. Activa un irrigador lleno de Aloe Vera mientras aumenta la velocidad, el irrigador está girando durante un tiempo y deja el líquido durante unos segundos en el suelo, el líquido emana un olor que cura a los aliados. ULTIMATE - PETAL DANCE Solta uma tempestade de petalas numa area circular em volta dela que faz com que inimigos fiquem confusos invertendo os controles por alguns segundos. Unleashes a storm of petals in a circular area around it that causes enemies to be confused by inverting the controls for a few seconds. Déchaîne une tempête de pétales dans une zone circulaire autour d'elle, ce qui provoque la confusion des ennemis en inversant les commandes pendant quelques secondes Desata una tormenta de pétalos en un área circular a su alrededor que hace que los enemigos se confundan al invertir los controles durante unos segundos.
  37. 1 point
    Name: Sheriff Role: Interceptor Graphic concept: Something like this, only with bigger horns pointing forward. And more redneck. (Algo assim, porém com chifres maiores apontando à frente. E mais "caipira".) Concept: A hybrid damaging and sabotaging interceptor. (Um interceptador híbrido de dano e sabotagem.) Lore: A cowboy who had been a long way from home for a long time. Years after leaving his hometown he found out that it had been destroyed by the Red Blight. Completely skeptical about the criminal's redemption and his transformation into the Full Metal Judge, Sheriff swore to take revenge on him and went straight to Metal City to seek him at the arena. (Um caubói que passou muito tempo longe de casa. Anos depois de ter deixado sua terra natal, descobriu que ela fora destruída pelo Red Blight. Completamente cético a respeito de sua redenção e transformação no Full Metal Judge, Sheriff jurou vingança ao emissário do Secto do Metal e foi a Metal City para buscá-lo na arena.) HP: 650 Mobility lvl: 3/6 Passive: The Fastest Gun Around Sheriff's weapons deal double damage to any enemy that gets hit while they're on the verge of activating a weapon (in other words, if they have triggered a weapon, but it's still in process of activation). (As armas de Sheriff causam dano dobrado caso atinjam um inimigo que esteja prestes a ativar uma arma (em outras palavras, caso ele já tenha acionado a arma, mas ela ainda esteja em processo de ativação).) Q: Hand Cannon Sheriff puts his arm outside of his window holding a big revolver and shoots a bullet forward with medium range and lightning speed, dealing damage to the first enemy hit. There's also a 25% chance to hit a tire, dealing 0,5s of skidding as well. Hand Cannon's cooldown lasts only 1s throughout the first 6 shots. After a 6th shot has been taken, there's a long cooldown for 6 more bullets to be loaded. (Sheriff estende o braço para fora da janela segurando um grande revólver e dispara uma bala à frente com alcance médio e altíssima velocidade, causando dano ao primeiro inimigo atingido. Um inimigo atingido tem 25% de chance de ter um pneu furado, recebendo 0,5s de derrapagem. O cooldown de Hand Cannon dura apenas 1s nos primeiros 6 disparos. Após o 6º disparo há um longo cooldown para que outras 6 balas sejam carregadas.) W: Forced Tow Sheriff puts his arm outside of his window holding a lasso spinning in the air above him. Keeping the W key pressed down keeps the lasso spinning in the air. It gets shot forward with medium range when the W key gets released. When it reaches it's maximum range, it closes down around every enemy within the lasso's area, bringing them together and enabling Sheriff to pull them by the rope for 2s. The longer the W key remains pressed down before the release, the wider the area of the lasso gets, up to a certain limit, enabling it to grab more enemies at once. (Sheriff estende o braço para fora da janela girando um laço no ar sobre si. Segurar a tecla W mantém o laço girando no ar. Ele é lançado à frente com alcance médio quando a tecla W é solta. Ao atingir alcance máximo, ele se fecha sobre todos os inimigos dentro de sua área, amarrando-os juntos e permitindo que Sheriff os puxe pela corda por 2s. Quanto mais tempo a tecla W permanece pressionada, maior se torna a área no interior do laço até certo limite, permitindo-o capturar mais inimigos de uma vez.) E: Bull Charge Sheriff rushes forward, dealing damage to every enemy hit by his horns. (Sheriff salta à frente, causando dano a todo inimigo atingido por seus chifres.) R: Shotgun Sheriff immediately gains 6 charges of Hand Cannon, which changes from a pistol to a shotgun. Up until all 6 of these shots have been taken, they deal double damage, 0,5s of skidding (100% chance) and may hit multiple targets on a a conical area in front of him instead of a straight line. Also, the cooldown between shots gets reduced to 0,5s only between every 2 shots and the charging of the special weapon gets doubled for every hit. (Sheriff imediatamente ganha 6 cargas de Hand Cannon, que muda de uma pistola para uma escopeta. Até que todos os 6 disparos tenham sido efetuados, cada um deles causa dano dobrado, 0,5s de derrapagem (100% de chance) e pode atingir múltiplos inimigos numa área cônica à sua frente ao invés de uma linha reta. Além disso, o cooldown entre os disparos é reduzido a apenas 0,5s contados somente a cada 2 disparos, e o ganho de carga da arma especial é dobrado para cada acerto.)
  38. 1 point
    Name: Rocketeer Role: Transporter Graphic concept: Concept: A fast transporter with 2 dashing weapons, capable of leaving pursuers behing. (Um transportador rápido com 2 armas de "dash", capaz de deixar perseguidores para trás.) Lore: A walking spectacle. A 50+ years old shiny man who feels young as a butterfly. He didn't go to the arena for money or for the challenge of it, but rather out of vanity, simply for the pleasure of being under the spotlights receiving cheerings from the crowds. He needs that kind of attention to remain mentally stable. (Um espetáculo ambulante. Um homem de 50+ anos que se sente jovem como uma borboleta. Ele não foi à arena por dinheiro ou pelo desafio das pistas, mas sim por vaidade, pelo simples prazer de estar sob os holofotes recebendo as louvores do público. Ele precisa desse tipo de atenção para permanecer mentalmente estável.) HP: 600 Mobility lvl: 1/6 Passive: Sky Piercer Rocketeer has a very low turning speed, but a high acceleration on straight lines. When he reaches his top speed the machine gets surrounded by a reddish layer of air that protects him from 50% of all damage from projectiles coming from his front and sides (his rear remains vulnerable). (Rocketeer tem uma velocidade de curva muito baixa, mas uma alta aceleração em linha reta. Ao atingir sua velocidade máxima ele é cercado por uma camada de ar avermelhada que o protege de 50% de todo dano oriundo de projéteis que atinjam sua frente ou suas laterais (a traseira permanece vulnerável).) Q: Rocketeer Jr. Rocketeer shoots forward a miniature of himself which travels a long distance at high speed and explodes as soon as it hits an enemy, dealing damage. The longer the distance covered by Rocketeer Jr., the higher the damage dealt. Also, Rocketeer Jr. can intercept enemy projectiles. (Rocketeer dispara à frente uma miniatura de si mesmo que cobre uma longa distância em alta velocidade e explode ao atingir um inimigo, causando dano. Quanto maior a distância percorrida por Rocketeer Jr., maior o dano causado. Além disso, Rocketeer Jr. pode interceptar projéteis inimigos.) W: Rocket Boosters A powerful booster is instantly triggered on Rocketeer's rear, releasing a shockwave on a small area around him that pushes away enemies close by. Rocketeer gets accelerated for 1s, immediately triggering the effects of Sky Piercer. (Um grande propulsor é instantaneamente acionado na traseira de Rocketeer, liberando uma onda de choque que empurra inimigos muito próximos numa pequena área ao seu redor. Rocketeer recebe aceleração por 1s, ativando imediatamente os efeitos de Sky Piercer.) E: Sonic Boom Rocketeer leaps forward, leaving a cone of vapor behind, which lasts 1,5s. Enemies touched by the cone get pushed back by it. (Rocketeer salta à frente, deixando um cone de vapor atrás de si que dura 1,5s. Inimigos que toquem o cone são empurrados para trás.) R: Showtime A booster even more powerful than Rocket Boosters is triggered, releasing a shockwave that pushes away enemies on a medium area around Rocketeer, who then gets accelerated for 3s, but has his turning speed halved. Also, during that time, he's surrounded by a more powerful version of Sky Piercer, which is a flaming layer of air that reflects all enemy projectiles, deals damage to enemies touched and renders Rocketeer immune to pushing effects. (Um propulsor ainda mais poderoso do que Rocket Boosters é acionado, liberando uma onda de choque que empurra inimigos numa área média ao redor de Rocketeer e acelerando-o por 3s, mas reduzindo pela metade sua velocidade de curva. Além disso, durante esse tempo, ele é revestido por uma versão mais poderosa de Sky Piercer, uma camada de ar flamejante que reflete todos os projéteis inimigos, torna-o imune a efeitos de empurrões e causa dano a inimigos tocados.) Quotes: Pick quote: "I think it's gonna be a long long time!" Kill quote: "How can you stand being so slow? Geez..." Low life quote: "Look what they're doing to my rocket!" Special weapon quote: "Showtime!" Win quote: "I won? What a surprise! Oh, wait, it isn't. Haha!" Lose quote: "Well, that was a failure... Let's have another go at it!"
  39. 1 point
    Class: Suport/Saboteur Name: Dr. Trapper Lore: A scientist that has convert for Metal Sect by Metal Herald influence to develop strong technologies to beat Artificer that bringing to much painfull to Metal Sect Health: 500 Passive: Every hit that Dr.Trapper done, he gain 50 shield defense that dissapear over the time Weapon 1 (Q) - A laser/shock in front line with close range in triangle form - 100 dmg (cooldown 2 sec) (warmup 0.7) Weapon 2 (W) - Throw a long distance hook, if hit some ally you will be linked with him (and will be pulled up close to him) getting 50% of allied damage to you. If hook hits some enemy, every damage that enemy recieves will increase 25% to him (also you will be pulled up close to him) - (cooldown 10 sec) (you can unlink press W) (link have 6 second of duration) Weapon 3 (E) - Put a oil on the road, who pass throught oil will recieved slow and skid in line over 1 second (same of old upgrade of Dirtdevil mines) (cooldown 8 second) Ultimate (R) - Throw a oil on the screen of the enemys, blinding them over 4-5 seconds that dissapear over the time Gameplay mode: Dr.Trapper can do your support work very well staying near of your transporter, always that he hits some skill, Trapper will gain shield defense to sustain, being able to get into the middle of enemy cars easely to protect his transporter linked with him, just depending of his Q to hit enemies to recieves shield defence to get 50% of enemies damage. Also Dr.Trapper has the function to potentializing the damage over his enemies, being a good choice on compositions that have a lot of damage, because if he links some enemy, your team have a good chance to kill him fast and easyly. Dr.Trapper weapon 2 also is an execelent way to scape, because always you hit your W on someone, your link will bring you to near of your target, giving you a good chance to scape and do awsome plays, repositioning near the target to hit your Q on enemy with some damage increassed or flee as you wich. Dr.Trapper has a oil to ambush rushing foes at crucial places like droppers, disrupting even more his enemies with ultimate that will blind everybody to drive, giving you a great saboteur potential. Inspiration aparence: Classe: Suport/Sabotador Nome: Dr. Trapper Lore: Um cientista que se converteu ao Secto do Metal por influencia de Metal Herald para desenvolver tecnologias poderosas para superar Artificer que vem causando muita dor de cabeça para o Secto. Passiva: Sempre que acertar uma skill ganha 50 escudo que se vai ao longo do tempo (a arma 3 também recebe escudo por cada inimigo que passar pelo oleo) Vida: 500 Arma 1 (Q) - Um choque/laser em linha reta de curta distancia que causa 100 dano (2 segundos cooldown) Arma 2 (W) - Joga um hook de longa distancia que se pegar no aliado linka (puxado-o até perto do alvo) recebendo 50% do dano causado ao aliado em si mesmo. Se a hook pegar em algum inimigo o inimigo recebe 25% a mais de dano (também puxando-o até perto do alvo) (10 segundos cooldown) (o link pode ser desfeito apertando o W de novo) (o link tem duração de 6 segundos) Arma 3 (E) - joga um oleo na pista, quem passar recebe um slow e perde o controle do carro por 1 segundo (igual as minas derrapantes do dd) (8 segundos cooldown) Ultimate (R) - Joga um oleo na tela de todos os inimigos por 4-5 segundos atrapalhando a visão completamente, que se vai ao longo do tempo. Modo de Gameplay: Dr.Trapper pode fazer seu papel de suport muito bem estando sempre junto ao transportador, sempre q ele acertar uma skill Dr.Trapper vai ganhar um pouco mais de sustain, podendo muito bem se enfiar no meio dos carros para proteger seu transportador linkado com ele, dependendo de seu Q para se manter com escudo e receber dos inimigos boa quantidade de dano. Sua função em potencializar o dano do time também pode ser muito útil em composições com muito dano, pois se ele focar em linkar os inimigos, focando em carros isolados pode trazer muito beneficio ao time com abates rápidos e certeiros. O seu W também pode funcionar como uma excelente arma de escape, pois sempre que Dr.Trapper acertar alguem ele vai ser puxado rapidamente até o alvo para poder se reposicionar e fugir em grande estilo, além de ter uma boa posição para acertar seu Q no inimigo com o dano um pouco mais forte. Dr.Trapper tem o oleo para emboscar inimigos apressadinhos em pontos cruciais da arena, atrapalhando nos drops e juntamente com sua ultimate lhe dando um grande poder de sabotagem, sendo um verdadeiro perigo nas mãos de quem gosta de jogadas estrategicas e bonitas. Dr.Trapper vai depender de uma boa mira do seu W para jogadas criativas para seu time, caso contrário não terá muita eficácia usando apenas sua única arma de dano (arma 1)
  40. 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 ! ?
  41. 1 point
    Hello everyone, veterans, newcomers, metal gladiators alike ! Yesterday, the last phase of the 3rd Metal League Qualifier ended, and I felt like it's the perfect time to start a huge and complete topic about pros/cons and how to improve this system ! You will find below my own feedback and vision about how the next metal league should improve : do not hesitate to comment and give your own here ! As an introduction, there are some points about HMM on which the ML system is highly depending on : Number of teams participating to each stages, and by extension the amount of competitive players/teams in the game : We were a bit disappointed when we learned that the system is designed with 100+ teams being simulated at the same time to balance the system as we barely reach 20/30 teams when considering the whole ML competition. This criteria leads to 2 distinct scenarios depending on if the game reach a player-base big enough : one would be to stick to the Swiss-round (or Round-robin if there are even less teams) format that was used during first ESL EU & SA tournaments and worked pretty well ; the other one would be to improve the current system (which is the optimistic scenario about reaching a great number of competitive teams I am keeping in this example). Technical aspects about MatchMaking algorithm and Steam Friends system : Steam friends integration is clunky since Valve modified it (even bugging on it's own in other games in my personal experience) and the implementation in the game is a technical aspect on which we have to wait for the dev-team fixes or stepping out of Steam Friends system at least for MatchMaking and profiles purposes. But this led to issues allowing sniping mechanics (checking which team is currently in the queue to optimize encounters and thus ranking points, or even enter the "wrong queue" in casual to bait teams doing this ?) and the way to counter this was to use Steam's invisible mode so there would be less bias and snipings (when you go invisible, you can't either check who is entering the queue). Plus, if you have a friend or the 5th player of your team checking the observer mode, you can know which team you are encountering while you are still in the pick phase (if you have good information about their playstyles/picks, it gives you a nice advantage). Proposed solutions : -> Hide which teams are encountering each other in the spectator mode until the pick phase has ended. -> Find a way to hide/not display every player status when you enter the Metal League queue. The Matchmaking algorithm is matching teams too fast even if the teams queueing are the 1st and the last of the current phase, which is not a good scenario to earn points/have competitively interesting matches, which can be a problem in such ranking system. Proposed solution : -> It would be a solution for the RANKED MODE as well : impose a threshold of your current ranking points +/- X inside which you would be able to match other teams. The longer you wait in the queue, the bigger the X (inclusion) gets (you have 1400 points, threshold X is initially at 100 so you get matched with teams around 1300 to 1500 points first and it increases with time to 1200-1600, 1000-1800 and so on ...). Something like waiting for 10 minutes to get to situations where you would be able to get matched 1st against last team of the league could be nice. Overall balance between all characters of the game : During the Combat Test, the overall balance between machines was really difficult to adjust and was still not very good during the EU ML (leading to normalized picks in draft and the same compositions during qualifiers phase). It's better now, but still not enough in my opinion for the competitive E-sport scene we want to build. I won't discuss balance issues here, specially when uncertainties about garage remain. It's not a huge problem during qualifiers, but it is for final phases where there are drafts. We also have different playstyles between SA and EU, and the balance is not felt the same way. If you ask me, I would say SA players have more knowledge about overall teams compositions and EU players know more about precise machine capabilities/picks/counterpicks. Proposed solutions : -> Create a "balance team" in both SA and EU servers which would work with testers and devs. -> Balance characters accordingly to their "maximum capabilities" first (maybe with an insanely good AI ?) and then tune some machines controls to make them more "newplayers-friendly"/easier to use. About the system itself : Here is the main part of the discussion, and I will try to provide usefull propositions to bias I found in the ML ranking system : We figured out that the value of each matches are strangely calculated as it seems the first matches you participate to gets you more (positive or negative) points even if the differential between you and the other team is small (so it values participating to 1/2 matches fully and leaving after reaching 1450 points, it happened a lot during ML SA). Proposed solution : -> All matches regardless of the occurence # number should earn as much point (But the difference between winning a "high-ranked" team or a lower ranked one should subsist, so it would be better to re-calculate entirely the tie-breaks point bonuses for the phase after each match until the end of the phase). By extension, the actual number of points of each teams should not be displayed, but only the current ranking of the phase, so the proposition I made above is doable and relevant + it does not discourage teams from participating and compete to reach higher ranks because "we will never earn enough". Proposed solution : -> Hiding phase points Having a system where you start at 1000 points and can fall below is bad because it does not encourage players to compete (we had a lot of cases where teams entered the queue only to get the 1000 points and according stage points) and if your team is not one of the favourites/loses 2/3times in a row at start, it discourages a lot to continue the phase. Proposed solution : -> Starting at 0 points and only winning points according to the team performance would be better (and applying proportional factor if you win or lose, like 75% of a match worth/difficulty if you win and 25% if you lose). The average time and scores for each phases were barely taken into account as tie-breaks in case of complete equality in stage points (which almost never happened). It was a nice idea but it should go further (and refine the previous proposition) : about scores, it's not the same to win 3-0 in 2 minutes as to win 3-2 in 1h matches, so there should be a differential of earned points depending on match result and match length. Coefficients are adjustable, but it would be fairer to take into account the score difference of each matches. Proposed solution : -> If I take into account previous propositions : let's admit a match worth "100 points" won 3-2 by one team : the winning team gets flat 25% of the match worth and the losing team 0% (25-0). Then you apply ratios about the result with a formula like "score number"/"sum of scores of the match" : winning team gets 3/5 of the remaining 75 points and losing team still gets 2/5 of the remaining -> (25+45=70 for the winning team and 30 for the losing team in total). I think having the winners of matches progress 2 to 3 times faster than losers is a good ratio. About the time dedicated to the league and match lengths : there is a huge difference between having Black Lotus ending the match in 2 minutes and an IceBringer duel of 1h. About this precise point, I think we should take the elapsed match time into account as a global coefficient to calcul earned points, but not without adding a flat participation bonus for each match you participated to (overwise, it would encourage abuses like winning 3-0 with a defensive team and keeping the bomb for 6 hours long, or even more). Let's take our previous example : your 3-2 match of 30 minutes should get you as much points as 3 matches 3-2 of 10 minutes against the same team, but the difference would be the flat participation points you earn regardless of the result. Proposed solution : -> Flat bonus for each participated match : Case 1 : 1 match 3-2 30 mins : Win Team : 70*100% (match time) + 20 (flat participation) = 90 - Lost Team : 30*100%(match time) + 20 (flat participation) = 50 Case 2 : 3 matches 3-2 10 mins : Win Team : (70*33% (match time) + 20 (flat participation))*3 = 130 - Lost Team : (30*33%(match time) + 20 (flat participation))*3 = 90 Basically, the more matches you participate to (and the less resistance you encounter), the faster you earn points, but it's difficult to balance it well with the dispersion of each match length and without having any data myself ? Also, as we do not have a lot of teams participating yet, I think we should add points for elapsed time in the ML queue or try to adjust it because it often happens that you have an odd number of teams and you have to wait 10 minutes without matches (while others end their own matches) which impacts your earning points capabilities. However as we still experience group issues and crashes, this bonus should not be too strong until these technical issues are resolved. Let's step out of the technical aspects : I always felt that HMM compstitive scene is about "Winners takes all" rather than an equally scattered prizes for each ranks (apart from ML money prizes). I think there should be an incentive to participate to the ML for everyone without considering the results of the teams : like a huge fame bonus for each ML match (winning 150 instead of 25), a flat prize once you participated to a set number of matches (like earning 2000 Fame if your team participates to 6 matches : 1 match for every hour in the ML seems a good value). And another incentive to do it's best during each phase (to reach top1-top3) rather than the huge bonus ratio in ranking points for being 1st/top3 of the phase : give a heavy metal skin to each players or such rewards meaningful to veterans. (and keep the lotery, it's a nice community event !) As a veteran, I can keep going for 6 hours without major tiredness -even with 250 ping while I was participating to SA ML- but it's not the case of newly made teams : having 4h ML phases instead of 6h would be better, but the system format in which you can still reach top8 when participating only to the last phase should be kept all the same. I am unsure about the required number of phases though, but I think it would be nice to reduce it to 4 qualifier stages to give more room to other unofficial tournaments. There is also another aspect to take into account : the only balanced and competitive map is Metal Gods Arena : I would not mind having different maps during qualifiers or even final phases if all maps were as balanced (Legacy ToS has too narrow parts although the global design was great, Cursed Necropolis has too large main road/lack obstacles and zig-zags, new ToS is too straightforward -coming back to the enemy transporter is too slow/difficult-, the last acid-vat part is too close to the score zone and some walls make the bomb bounce strangely) I will try to make this more reader-friendly AND update this post regularly, but be kind as it's my first post on the HMM forums
  42. 1 point
    Hello, Metal Gladiators! As we already shared during our live streams, we have the road map of new contents coming this year to Heavy Metal Machines. This list was made based on the development of the game and priorities were decided with the help of the community. However, we know that new things might show up during this journey and we will do our best to keep you updated about it. So here's the roadmap: May Bug Fixes (May 22) Metal League SA (May 25) July Metal Pass Season 5 (July 10) Pilot 17 (July 10) Ranked Mode (second half of July) Gamepad/Controller (second half of July) August Metal League NA (August 10) September Metal Pass Season 6 (September 25) Pilot 18 (September 25) About next week's update, we expect to fix the following bugs: Fixed a bug where Black Lotus incorrectly accelerated forward when combining reflected damage from weapon 2 and using weapon 3 (also known as Super Dash for some community members). Fixed a bug where Black Lotus' weapon 2 reflected the damage from enemies but canceled its own out of combat self-repair. Fixed a bug where Black Lotus' weapon 2 did not cancel enemies' self-repair. Fixed a bug where Black Lotus' weapon 2 made enemies start their out of combat self-repair earlier than expected. Fixed a bug where Wildfire's passive was activated even when hitting a barrier (i.e., Rampage's passive). Fixed a bug where Wildfire's weapon 1 was triggering its impact and area damage at different times. Fixed a bug where Wildfire's weapon 2 explosion wasn't being blocked by barriers (i.e., Rampage's passive and Icebringer's weapon 2). Fixed a bug where Wildfire's weapon 3 didn't activate the trail animation. Fixed a bug where Icebringer could not be pushed while using weapon 3. Fixed a rare bug where Clunker's weapon 2 dealt damage but didn't pull the enemy. Fixed a bug where Clunker's weapon 2 sometimes crossed walls, improperly dealing damage and/or grabbing enemies on its way back. Fixed a bug where VFX from different characters were improperly activated during matches, getting stuck to the arena or even to the machines. Fixed a bug where it was possible to rebuild the machine inside the stones at the center of Metal God Arena. Fixed a bug on the Temple of Sacrifice arena, where a collider at the delivery point was improperly positioned. Fixed a bug where exiting a match during the last score, while the victory/defeat animation is running caused the client to crash. We also are working to fix these other known bugs: Rampage's weapon 3 behavior is inconsistent in some situations. Dirt Devil's weapon 3 randomly getting stuck during the match, forcing the machine to get back to where the harpoon is attached. Bomb fights not triggering in some situations. Bomb getting through blockers in some situations. If you have any questions or need any help, talk to one of our Community Managers here on our Discord channel! See you all in the arenas!
  43. 1 point
    Есть вариант вернуть ему Вампиризм от атак (ДА, я понимаю что "Чистого Вампиризма" у Лотоса никогда не было. Так как тогда закупались вещи в магазине) Но по моему сама идея неплохая). Нужно поменять Ульту. (Серьёзно) РАНЬШЕ ульта была У-У-У-БИЙСТВЕННАЯ:) Если бы вы тогда, осмелились стрелять по лотосу во время ультимейта, то немедленно отправились изучать просторы небес:) Не помню точно что делала его ульта... Кажется, давала неуязвимость на пару секунд и возвращала ЛЮБОЙ ДАМАГ. (Если вы в него стреляли во время ульты). Сейчас ульта лотоса не представляет былой мощи. На данный момент ультимейт Лотоса один из самых бесполезных в этой игре (Да,да,да. Он Перезаряжает все обилки. Но, мне кажется, этого не достаточно:( Серьёзно ребят ) Разве не круче становится неуязвимым и просто возвращать полученный дамаг? ВОТ И Я О ТОМ ЖЕ! Так то Лотос не плох) Мне кажется ему в нынешних "реалях игры" просто тяжело. Сами подумайте) Поменяли ВЕСЬ БАЛАНС И МЕХАНИКУ ИГРЫ! Раньше Лотос был сверхзвуковой пулей в которого было сложно банально попасть) А сейчас он из себя ничего не представляет... И это печально:( Ну, по его репутации явно ударил ребаланс игры. И не очень хороший фикс способностей:( В любом случае удачи ЛОТОСУ! TOUCH ME AND YOU DEAD!
  44. 1 point
    Are you ready for a new event? Then it’s time to enjoy the Christmas season in Heavy Metal Machines with the METAL XMAS 2018! The collective quests event of Metal City. Stay tuned, Metal Xmas 2018 is starting on December 19th and will end on January 1st. This time, players need to help each other to: – Deliver 55.000 bombs during the event! – Reach 650 new followers on our Instagram profiles! – And individually complete 3 casual matches during the event. Completing these missions, you will receive an exclusive themed portrait and spray! (It will be delivered until 31/01/2019). Also, HMM is offering +100% XP in casual matches (not applicable to Metal Pass missions) and +100% of Fame. If you’re interested in following the event progress click here in this link, we’ll be updating it as many times a day as we can. Play now, follow our Instagram, and let the Christmas begin!
  45. 1 point
    Hi Death, We've fixed a few things, including the sign up issue you mentioned. We're working on some other improvements, which includes the member hovercards and some other areas. Thanks for your feedback and sorry for taking too long on this.
  46. 1 point
    General The Christmas theme has been removed from the Temple of Sacrifice arena; The Christmas bomb has been removed; The Christmas-themed background picture has been removed from the Main Menu. Bugs Fixed Fixed bugs in this version: Endgame cards were misaligned; Casual Match and Custom Match cards were misaligned; Some cards’ edges had irregular black pixels; Private messages feedbacks got stuck on the screen; Inconsistent rewards icons in the end screen after the player leveled up; Help screen (F1) didn’t open in some cases during the match; Stats screen (Tab) didn’t open in some cases during the match; Game menu (ESC) didn’t open in some cases during the match; Players got stuck on end screen if they finished the match AFK (away from keyboard) Bomb’s texture got checkered; “Copy Access Code” and “Select an Arena” buttons didn’t work in some cases; Last chat line doesn’t appear when the chat is opened; Complete Mission window overlayed the Daily Rewards window; The “Alt+Tab” command closed the game in some cases; Some friends didn’t appear available on the friend’s list in some situations; Machine’s level didn’t get updated in the profile screen; Sprites and textures don’t load after the purchase of Cash by a player and the game’s restart; Cash purchase button was working only in the Main Menu; When the player buys a model, the store doesn’t show the model as already purchased in some cases; Fade out from Game Mode screen to the Main Menu partially overlays the buttons’ animation. Skill rate bar in the pick screen appears with low graphics quality; Social media tooltip overlayed the other buttons in the bottom of the Main Menu; Stingray appeared for a short time as the pre-selected pilot in the pick screen instead of Little Monster in some cases; Player goes to an endless loading when quickly clicks in a model on the store and tries to open the Settings menu after this; In the pick screen, “Caster” still appears as “Narrador” doesn’t matter the player’s language; Mouse scroll didn’t move at the right speed (slower); Clunker’s advantage has some graphic effects issues in some cases.
  47. 1 point
    Just look at that character. So strong, so mobile. Such RAAAAGE!!! I really like playing as him
  48. 1 point
    Hey Metalheads! I hope everyone is having a spooky Halloween! I wanted to get the communities thoughts on how the beta is going so far? I know a ton of you have been streaming and posting to YouTube about your thoughts on the game, but I thought that I would start a thread here on the website so we can all meet on a common ground. Here are some things that I have heard most of you talk about: .psd Graphics. - They are coming loves. We have some of our art team working on various items for the game and publication on social media. I hope you all understand that Rome wasn't built in a day...and art creation is even more time staking. In-game celebration of North American holidays. - We are working on incorporating a little bit of the holidays into this game. Double XP events - We are working on a few dates for our Double XP events [NA holidays as well as Stream events], either with myself, Harkness, or both! We want you and your community to gain as much XP during these times, but we first have to discuss this. We should have an answer for you all this week. That's pretty much it! If you have any suggestions or if I have missed anything, please comment here and help a sister out! Stay safe this Halloween!
  49. 1 point
  50. 1 point
    I can agree with that. Games like "The Witness, The Talos Principle and Obduction", puzzle games that they are, are directed kind of towards that of the adolescent mind.
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