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Phelx

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Everything posted by Phelx

  1. Name: AGENT #0 Role: Transporter Graphic concept: Concept: A "hard-to-spot" transporter with invisibility skills. (Um transportador difícil de localizar com habilidades de invisibilidade.) Lore: A secret spy. Used to work for an intelligence agency, but found out he knew too much and had to escape, hiding in plain sight in Metal City. (Um espião. Costumava trabalhar para uma agência de inteligência, mas percebeu que sabia demais e precisava fugir, escondendo-se bem à vista em Metal City.) HP: 500 Mobility lvl: 3/6 Resume: Passive: Agent #0's icon only shows up on the minimap when he uses a weapon or gets hit by one. Q: Shoots a missile that deals damage and creates a smoke screen. W: Rises from the ground, becoming untangible and scanning an area bellow himself. By scanning an enemy he can mimic their appearance and by scanning a projectile he can reproduce it. E: Becomes transparent and gains acceleration. R: Becomes invisible and launches a fake machine forward, which explodes on impact dealing area damage. (Passiva: O ícone de Agent #0 aparece no minimapa apenas quando ele usa armas ou é atingido por uma. Q: Dispara um míssil que causa dano e cria uma cortina de fumaça. W: Ergue-se do chão, ficando intangível e escaneando uma área sob si. Escanear um inimigo lhe permite copiar sua aparência e escanear um projétil lhe permite reproduzi-lo. E: Torna-se transparente e ganha aceleração. R: Torna-se invisível e lança um carro falso à frente, que explode no impacto, causando dano em área.) Passive: Off Grid Agent #0's icon only shows up on the minimap when he uses a weapon or gets hit by one. (O ícone de Agent #0 aparece no minimapa apenas quando ele usa armas ou é atingido por uma.) Q: Data Eraser Agent #0 shoots a missile forward (from the bottom of his engine), which deals damage on a small area and releases a smoke screen (which lasts 2s) on a medium-small range. The smoke is transparent to allies, but dark to enemies, stopping them from seeing other machines and weapons inside of it. (Agent #0 dispara um míssil (que sai de baixo de seu motor) à frente, que explode causa dano numa pequena área e libera uma cortina de fumaça que dura 2s numa área média-pequena. A fumaça é transparente para aliados, mas escura para inimigos, impedindo que estes enxerguem outras máquinas ou armas dentro dela.) W: Higher Ground Agent #0 rises from the ground throught poles attached to his wheels (Inspector Gadget style), becoming intangible during 1s. During that time, he laser scans the area bellow himself. If an enemy passes under him, Agent #0 immediatelly disguises himself as that enemy (his appearance and colors change, but his hitbox stays the same), keeping that form until he uses another weapon or gets hit by an enemy one. If an enemy projectile passes under Agent #0, he scans it as well, becoming able to mimic a single shot of that same projectile, triggerable by his very own W key, dealing the same effects. Higher Ground's cooldown only starts after that shot is taken. (Agent #0 se ergue do chão através de hastes em suas rodas (estilo Inspetor Buginganga), tornando-se intangível por 1s. Durante esse tempo, ele escaneia a laser a área debaixo de si. Caso um inimigo passe sob ele, Agent #0 imediatamente se disfarça daquele inimigo (Sua aparência e cores mudam, mas sua hitbox permanece igual), mantendo essa forma até usar outra arma ou ser atingido por uma arma inimiga. Caso um projétil inimigo passe por debaixo de Agent #0, ele também o escaneia, tornando-se capaz de reproduzir um único disparo desse mesmo projétil, acionável por sua própria tecla W, causando os mesmos efeitos. O cooldown de Higher Ground só começa quando esse projétil é disparado.) E: Secret Mission Agent #0 becomes transparent (it's still possible to barely see his silhouette) and gains acceleration during 2s. This also makes the bomb transparent, if carried. This effect ends the moment Agent #0 uses another weapon or gets hit by an enemy one. (Agent #0 se torna transparente (ainda é possível ver sua silhueta vagamente) e ganha aceleração durante 2s. A bomba, caso ele a esteja carregando, também fica transparente. Esse efeito é interrompido no momento em que Agent #0 usa outra arma ou é atingido por uma arma inimiga.) R: Early Retirement Agent #0 launches forward his whole machine as a projectile, which explodes when colliding with the first enemy or wall it hits, dealing high damage on a medium-small area. Meanwhile, the real Agent #0 becomes completely invisible for 2s. After that, he becomes transparent (like in Secret Mission) for another 2s. (Agent #0 dispara sua máquina inteira à frente como um projétil, que explode ao colidir com o primeiro inimigo ou parede que atingir, causando alto dano numa área média-pequena. Enquanto isso, o verdadeiro Agent #0 se torna completamente invisível por 2s. Após isso, ele se torna transparente (como em Secret Mission) por mais 2s.) Quotes: Pick quote: Remember: You never saw me here! Kill quote: The threat poses no threat! Low life quote: The mission has been compromised! Special weapon quote: Iniciating ghost phase! Win quote: Mission acomplished! Lose quote: Mission failed!
  2. Name: Tree Hugger Role: Interceptor Graphic concept: Concept: An interceptor specialized in trapping enemies. (Um interceptador especializado em capturar inimigos.) Lore: A retired forest guard. She used to love the woods before they got destroyed by the apocalypse. Without any more forests to guard, she now fights in the arena, the only place where she can relieve her anger. (Uma guarda florestal aposentada que amava as matas que existiam antes do apocalipse. Agora ela luta na arena para descarregar a raiva que sente por elas haverem sido destruídas.) HP: 500 Mobility lvl: 2/6 Resume: Passive: When she stops, Tree Hugger becomes a watch tower and her weapons can pass through walls with increased range. Q: Shoots forward with a rifle, dealing damage. W: Throws a net forward, trapping enemies and augmenting the damage received by them. E: Shoots 2 ropes diagonally and uses them to "slingshot" herself forward. The ropes become a barrier to enemies that can also protect allies from being dropped. R: An enhanced version of the passive, in which she becomes untangible and creates a slowing and damaging barbed wire fence on an area. (Passive: Quando parada, Tree Hugger vira uma torre de vigia e suas armas podem atravessar paredes com alcance ampliado. Q: Dispara com um rifle à frente, causando dano. W: Dispara uma rede à frente, que prende inimigos e aumenta o dano recebido por eles. E: Dispara 2 cordas diagonalmente e as usa para se lançar à frente. As cordas se tornam uma barreira para inimigos que também pode prevenir aliados de serem dropados. R: Uma versão melhorada da passiva, na qual ela se torna intangível e cria uma cerca de arame farpado numa área que causa dano e lentidão.) Passive: Border Guard Whenever Tree Hugger stops still for at least 1s, she ties down her machine to the ground like a tent and emerges from the sunroof holding a rifle. This process takes 0,5s and she remains in that stance for as long as she doesn't accelerate, unable to be moved by other means. While in that stance, her weapon 3 is disabled and her weapons 1 and 2 receive increased range and may be shot over walls. Accelerating the machine will undo this stance, which takes 1s before she starts actually moving. (Sempre que Tree Hugger ficar parada por ao menos 1s, ela se amarra ao chão como uma tenda e emerge do teto solar segurando um rifle. Esse processo dura 0,5s e ela permanece nesse estado até que acelere novamente, não podendo ser movida por outras forças. Enquanto ela estiver nesse estado, sua arma 3 é desativada e suas armas 1 e 2 têm seu alcance aumentado e podem passar por sobre paredes. Acelerar a máquina desfaz essa mudança, o que dura 1s antes que ela comece a se mover realmente.) Q: Jungle Patrol Tree Hugger shoots forward with her rifle, dealing moderate damage to a single target with very short cooldown. While in Border Guard stance, she can shoot in any direction with great range. (Tree Hugger dispara à frente com seu rifle), causando dano moderado a um alvo único com um curtíssimo cooldown. Enquanto estiver no modo de Border Guard, ela pode disparar em qualquer direção com grande alcance.) W: Live Capture Tree Hugger shoots a net forward, which covers a medium-small range and traps every enemy under it for 1,2s. Every enemy under the net receives double damage from any source. (Tree Hugger dispara uma rede à frente, que cobrem uma área média-pequena e prende todos os inimigos sob ela por 1,2s. Todo inimigo recebe dano dobrado de qualquer fonte enquanto preso pela rede.) E: Monkey Trap Tree Hugger shoots 2 ropes forward in V shape (1 to each side diagonally). The ropes stick to walls or to the ground and make up a slingshot that immediatelly shoots Tree Hugger forward. Then, they stay on the spot for another 2s, "slingshotting" back every enemy that hits it in high speed. The rope cannot be tresspassed by enemies or by the bomb (if it's loose). It can be passed by allies, but only if they're accelerating in any direction while passing it, which means it can be used to prevent allies from being dropped, but only if they choose to stop accelerating when they're pushed or pulled against the rope. (Tree Hugger dispara duas cordas à frente em forma de V (diagonalmente). As cordas se prendem a paredes ou ao chão e formam um estilingue que imediatamente dispara Tree Hugger à frente. Então, elas ficam no local por mais 2s, "estilingueando" para trás todo inimigo que a atingir em alta velocidade. A corda não pode ser atravessada por inimigos nem pela bomba (se ela estiver solta). Ela pode ser atravessada por aliados, mas somente se eles estiverem acelerando em qualquer direção enquanto a atravessam, o que significa que ela pode ser usada para proteger aliados de serem dropados, mas só se eles pararem de acelerar voluntariamente quando forem empurrados ou puxados contra ela.) R: Hunting Zone Tree Hugger receives all of the effects of Border Guard and transforms into a watch tower of sorts, becoming untangible and unmovable for 5s. Meanwhile, a barbed wire fence appears surrounding a wide area around her. Enemies are slowed down significantly and receive low continuous damage while moving through the barbed wire. (Tree Hugger recebe todos os efeitos de Border Guard e se transforma numa espécie de torre de vigia, tornando-se intangível e imóvel por 5s. Enquanto isso, uma cerca de arame farpado surge cercando uma grande área ao seu redor. Inimigos são retardados significativamente e recebem dano baixo contínuo enquanto se movem através do arame farpado.) Quotes: Pick quote: Say no to plastic! Say yes to metal! Kill quote: Look at you, leaving trash everywhere... Low life quote: This neck of the woods is too damn dangerous... Speacial weapon quote: Season closed! Win quote: No hunting to you today! Lose quote: Mother Nature, I failed you...
  3. Sounds good. Not that it's actually a big problem, cause, now that I think about it, since we have all this transporter/interceptor concept, Bomb delivery probably will always be the main game mode here...
  4. Gostei da passiva. Queria saber como você imaginou o carro. Com o que ele se pareceria?
  5. Muito legal o conceito do W mesmo. seria uma alternativa interessante pra interceptar a bomba. É um interceptador, né? Qual seria a passiva dele?
  6. I like this. A snake motorcycle sounds really cool. I'm not sure if the devs would go for an exposed driver, since it's more troublesome to animate (I believe), but a covered motorcycle like this one could do the trick and keep looking just as cool, right? The W skill is very interesting, cause even if the enemy team chooses to stay back and wait for you to come back to the snake sign you left, you can just choose not to do it, leaving the enemy behind... And if they chase you, you just come back. It's possibly a nice way to split the team and a means to have a backup plan when you're low on health. I got a question, though: We only have the bomb delivery mode for now, but how will the E skill work if ever we get a game mode that doesn't involve a bomb? Maybe it would be better to double the boost when close to an enemy or just leave behind the double boost concept (?). What do you think?
  7. A new arena would be nice. Maybe one with wider areas that would enable different types of damage dealing and bomb stealing strategies to show up. After that a new game mode sounds good. Maybe a long waited racing mode or even a different taste of the bomb delivery mode, with a time bomb that would kill the carrier if he took long enough to deliver, for example. Edit: Perhaps even a 2 bombs mode where both teams have to deliver a bomb at the same goal. Maybe with that there would be possible to work on wider courses with some bifurcations instead of a single way. Also, how about a "rematch" option on casual games where we actually get to choose to play against the same team if everyone agrees? Edit: I'm thinking you could also deliver some more specific missions, you know? Something that would actually feel like a challenge every week, like "Deliver a final hit to a Little Monster", "Steal the bomb when it's only x meters close to your own goal" or "Cause the most healing in a match". I say this cause, the way things are right now, we basically have to play matches to complete missions, so none of them feel like some kind of challenge.
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