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Tank Ideas

Discussion in 'Suggestions Box' started by Jang23, Oct 5, 2016.

  1. Jang23

    Jang23 Junior Member

    I'm trying to come up with some tanks that could possibly be added into the game. Here are a few of them, list your ideas below if you wish.

    Mutilated Tank
    This tank had almost died in an intense battle with a group of survivors. Just before it could be defeated, it won. It was so torn you could see its insides. The tank was quickly overrun by disease, but used it to its advantage.

    Mutilated Stats:

    Health - Idk (thinking it's a tier 2 tank)
    Damage - Idk
    Immunities - Fire and melee. Bile activates some of its abilities.

    Mutilated Abilities:

    Gut Grab - Launch its intestines (the smoker tounge) at the survivors and pull them towards the tank. The intestines crush the insides of the survivors as they're being pulled causing internal bleeding. The survivors are pulled onto the tank and are carried around until they are released by another survivor (if possible, make it so the survivors can't just shoot the tank's intestines, the survivors have to shove other survivors off). The tank can have a maximum of 3 survivors tangled in its intestines at once.

    (Active/Passive) Acid Reflux - The tank will build up acid from its stomach and will randomly spit at survivors. When the tank is biled, the chance the tank will spit is increased.

    (Passive) Contaminated Claws - Every time the tank hits a survivor, that survivor's immune system starts to break down. This makes the survivors more likely to become poisoned or mutated.

    (Passive) Coagulation - Will make survivors unable to use health items for 15 seconds (besides defibs). This effect will be applied if the tank hits a downed survivor.

    (Active) Fever - Will make all surrounding survivors slower and not able to jump on their own. They will be made 100% more likely to be poisoned and 85% more likely to become mutated. Commons do 10% more damage to survivors in this state.

    (Passive) Common Cold - The more common zombies there are around the tank, the less damage it will take. Maximum of 30% damage reduction.

    (Active) Parasitic Accident - Survivors who are infected with this parasite will be notified, but not anyone else. When they are infected by the parasite, they will be unable to use chat for 10 seconds. Survivors who are affected by the parasite have a chance of infecting another survivor if the affected survivor revives or defibs another survivor. There are 3 possible parasites you can be infected with. 1. The Chubby Parasite will passiveley eat away at your health and will make you slower. It will eat your medkit or defib when first infected. 2. The Scaled Parasite will make you weaker to explosions, fire and acid. Will eat your throwable when first infected. 3. The Junkie Parasite will constantly make you use drugs (pills and adrenaline) when your are infected, but will eat the drugs you had when first infected. If you don't take drugs, you will die of a heart attack. You are weaker to fall damage and infected damage.

    (Active) Boomer Buddies - Will make a wall of boomers around the tank. While it still has boomers, it will have the Bitch Slap ability and will throw bile at survivors.

    Giant Squid Tank
    This tank was found swimming close to a CEDA research center. When guards sailed out to capture this tank, they found it to be sleeping. When they tried to net it, it woke up enraged and destroyed the ship in seconds. The tank swam to shore and killed all life it could find, it then swam through the ocean, looking for more things to kill.

    Giant Squid Stats:

    Health - Idk
    Damage - Idk
    Immunities - Fire. It takes slightly reduced melee damage and bile buffs it.

    Giant Squid Abilities:

    (Passive) Familiar Waters - If the tank is in water or covered in bile, it will take 50% reduced damage.

    (Passive) Limb Regrowth - It heals 100 damage every few seconds.

    (Passive) Adaption - All infected become fire proof when this tank is alive.

    (Passive) Natural Swimmer - If in water or covered in bile, it will gain an attack and movement speed buff.

    (Passive) Ink - When the tank experiences explosive damage, it will become scared and leave a giant puddle of Spitter goo that slows down, biles and blinds nearby survivors. This passive ability has a cool-down timer to avoid lag.

    (Passive) Captured Prey - If this tank is near a downed survivor, they will be unable to attack or to be revived. This tank does not target downed survivors.

    (Active) Mating Season - Spawns multiple Squid Witches who are immune to fire. They take 50% reduced damage when in water or covered in bile. They are fast and are angered easily. When a survivor is hit by one of the witches, their melee weapon will break and they will be unable to fight until a survivor comes and kills the witch. They remain after the tank has been killed. This ability can only be used after a cool-down timer reaches 0 and all the Squid Witches have died.

    (Active) Tentacle Shot - Launches tentacles that cover the survivors eyes, making them blind. During this time, they will be in the animation of when a jockey is riding them.

    (Active) Tidal Wave - Creates a tidal wave on each side of the tank (maybe made of water particles) that picks up and launches survivors away from the tank. When picked up by the wave, survivors will be put in the same animation that occurs when launched by a boomer or car. If the survivor has a defib in their inventory, they will be stunned for 5 seconds.

    (Active) Poseidon's Pet - Will alert a wave of zombies and will summon a bunch of uber Smokers.

    Birthday Tank
    All this tank wants to do is surprise you... with a rock to the face!

    Birthday Stats:

    Health - Idk
    Damage - Idk
    Immunities - Fire, melee, and explosions.

    Birthday Abilities:

    (Passive) Makeshift Candles - Absorbs projectiles.

    (Passive) Putting on the Frosting - Players who have health that you get after taking pills or adrenaline will be drained of that health and it will be given to the tank.

    (Passive) Before the Party Starts - Before it uses the ability "Time For the Party!", the tank will be so excited that it has a 45% increase in attack and movement speed.

    (Passive) Hungry For Cake - The longer this tank stays alive, the hungrier it will get. It will gain a damage boost every once in a while. It can gain a maximum of a 30% damage boost.

    (Ability) Time For the Party! - When this ability is used, the tank will let out a burst of excitement which causes a massive explosion that launches survivors away. Survivors who are right next to the tank when this ability is used will be instantly killed. Survivors will know when this will happen by a flashing pink outline around the tank. The abilities under this one will only be used after this ability is used.

    (Ability) Box o' Jockeys - A purple box with a pink ring around it will appear under the tank. Upon a survivor entering the ring, the box will burst, dealing 150 damage to the survivor and letting out 3-4 Party Jockeys. Party Jockeys constantly jump after grabbing onto a survivor. These Jockeys have the knife deflect ability, and could make you stab yourself instead of them. These Jockeys spawn 2 clown zombies every 5 seconds and make a squeaky sound when pushed. Every time they deal damage to you, they will steal 1 bounty. If they are knocked off and have bounty, they will run and give it to the tank. The tank will receive various upgrades the more bounty he gains.

    (Ability) Wrong Party? - The tank will spawn a Joker Tank.

    (Ability) Birthday Boy - Will target a random player and bile them, the tank will continue to attack them until the bile wears off. The tank will target biled players.

    (Ability) Do you have Coulrophobia? - Will spawn a ton of clown zombies that deal 100 damage per hit and have 300 health each.

    (Ability) When the Clock Strikes Midnight - When the tank dies, it will instantly kill any biled players.

    Cosmic Tank
    This tank holds the power of the stars. It's obvious what he's going to do with it.

    Cosmic Stats:

    Health - Idk
    Damage - Idk
    Immunities - Fire, melee, bile and explosives.

    Cosmic Abilities:

    (Passive) Star Gazing - If the map is at night, the tank gains a damage and movement speed buff. The tank also slows survivors with his fists.

    (Passive) Hardened - Starts with an armor that breaks down when hit by acid or an explosion, but explosions still cannot hurt the tank. If you try to attack the tank with your melee, it will break.

    (Ability) Asteroid Belt - The tank receives three rocks that float above his head. When the tank wants, it can fling a rock that causes an explosion and lays acid down where it struck.

    (Ability) Shooting Star - The infected's wishes comes true, making them faster and stronger.

    (Ability) Solar Eclipse - All survivors have their vision dimmed greatly, making them feel hopeless. This greatly increases bleed-out rates.

    (Ability) Cosmic Backup - Spawns 2-3 Cosmic Chargers. Cosmic Chargers deal heavy damage and have a lot of health, but can be shoved when not pummeling a victim and are not very fast. Cosmic Chargers are immune to explosives and fire. If they are killed, survivors will be flung back.

    (Ability) Black Hole - Creates a black ring that when entered, survivors cannot leave unless they want to be dealt 1000 damage. This ring lasts 10-15 seconds and bypasses Mustachio Bless.

    (Ability) Solar Flare - The tank rises into the air and floats for 4-5 seconds. During this time, it is absorbing the earth's atmosphere. When 4-5 seconds have passed, the tank will let out a loud roar and will create a massive explosion that leaves a giant area of fire behind. It is so powerful that survivors who are too close to the explosion will be instantly killed and their body will disintegrate due to the extreme heat. Survivors will be harmed depending on how close they are to the tank during this ability. Survivors who are close to the tank, as I said, will be instantly killed and will become unrevivable. Survivors that aren't close to the tank but aren't far from it will be launched by an explosion that is powerful enough to send them across the map. Survivors who are far from the tank will be dealt 100 damage and will be stunned for 3 seconds.

    T4NK and Dr. Tankus
    Dr. Tankus prefers not to get his fists dirty when dealing with survivors. He made a special friend just for this purpose.

    T4NK Stats:

    Health - 200k
    Damage - Idk (heavy damage)
    Immunities - Fire, melee, bile and explosives.
    Weaknesses - Acidic bullets and acidic bile.

    Dr. Tankus Stats:

    Health - 50k or 75k
    Damage - Idk (light damage)
    Immunities - Melee, bile and explosives.

    T4NK Abilities:

    (Passive) Armored Plating - This tank is mostly metal, meaning bullets have a high chance to ricochet off of it. This also means that this tank is immune to knock-back entirely. But this comes at the cost of being slower and taking extra damage from acid.

    (Passive) Heavy Hitter - As said before, this tank is mainly metal. This gives its fists extra damage, but at the cost of attack speed. Damage bonus increased further upon attacking downed survivors.

    (Passive) Self-Repair - After not taking damage for 30 seconds, the tank will start to quickly regenerate health.

    (Passive) Extra Ammunition - When this tank goes to throw a rock, it will throw 3 instead.

    (Passive) Malfunction - When this tank calls for more infected, it will let out a small explosion that knocks back players and lights them on fire. This also lights the tank on fire.

    (Ability) Rocket Boots - This will charge at a targeted survivor and hit them, dealing massive damage and launching them back. While the tank is charging, it leaves a trail of fire behind.

    (Ability) Thunder Clap - This tank will let out a loud boom after clapping that flings back survivors, dealing 100 damage and making them drop their weapons.

    (Ability) Survivor Scanner - This tank has a scanner built into its left eye that targets weak players. This includes survivors with low health, downed survivors and near-death survivors. These survivors will be biled and will be stunned for 5 seconds.

    (Ability) Missle Barrage - This tank can launch explosives at players that deal heavy damage, leave an acid puddle behind and launch them back.

    (Ability) Static Shock - This tank can let out a zap that stuns players for 10 seconds and deals 200 damage.

    (Ability) Energy Shield - This tank can create an orange ring around itself. This ring decreases damage the tank takes and the infected inside the ring take by 30%. This ability lasts for 1 minute and takes a long time to recharge.

    (Ability) Core Burst - This tank will start to get very hot from constantly attacking and will start flashing red. After 30 seconds, it will let out a Bomb Tank's explosion and will leave a dangerous puddle of fire behind. This explosion will just kill the survivors, not making them un-revivable.

    (Ability) Backed Up - This tank was programmed to act like a normal tank, which means it tries to eat things. This clogs gears and mechanisms inside the tank, so the tank pukes up the food, bileing players.

    (Ability) Mechanisms Powering Down - When the tank dies, it will explode, launching back players and throwing out Dr. Tankus.

    Dr. Tankus Abilities:

    (Passive) Pipsqueak - This tank is very small, making it deal minimal damage and having little knock-back power as well as the inability to throw rocks. But it is much faster than a normal tank.

    (Passive) Dr. Tankus' Prototypes - While this tank is alive, it makes all infected immune to fire, melee and explosives. It also makes all infected take 30% reduced damage (basically a permanent Energy Shield).

    (Passive) Not Smart Enough - When this tank is biled, the player who biled the tank will also be biled.

    (Ability) Toxic Waste - This tank can set down a barrel of toxic waste with a green ring around it. Upon a survivor entering the ring, the barrel will explode, laying down a massive pile of acid that slows down survivors and reduces the max health of the survivor until they die. This puddle lasts 3 times as long as a normal Spitter puddle.

    (Ability) Taser - The tank will instantly down a survivor it is close to and that survivor will be stunned for 10 seconds.

    Please suggest more abilities, I can't come up with anymore. ¯\_(ツ)_/¯

     
  2. This is an idea I came up with this morning... just suggesting stuff here.

    You know the thief tank (tier 1)? It just feels like a generally ol regular tank to me, except it is beefed up with abilities that are not overall exactly useful, I haven't even seen the grand theft ability even been used once.

    We could use a tier 2, supreme version of it... :D

    Here is a story about said tank.
    The Thief Tank was trying to take down the survivors in the mall (third chapter of Dead Center Campaign). A few minutes go by and the tank barely had won against them. It decided that it had enough of the survivors and left the area of battle instantly.

    The Day turned into Night, then the tank decided that by stealing some of the clothes that the staff of a certain store forgot to put away. It would make itself become stronger and able to block more things from destroying its bloody ridden body. The tank then took a rest by sleeping and evolved itself into a more powerful black mass with a stronger set of abilities that could be used to destroy the survivors once and for all! He then waits in hiding to seek his ultimate revenge on them... As the Supreme Thief Tank.

    Supreme Thief Tank (Tier 2)
    HP: 150000
    Speed: 2.0
    Attack Speed: 0.75
    Damage: 200
    Immunities: Fire, Acid, Explosions, Melee

    Abilities:

    Stolen Protection (Passive)
    The Supreme Thief Tank has stolen some defensive wear from the shops around Dead Center around the time of the evacuation. The defensive wear is then used as defense around its body which can block fire, acid, explosions and melee but render it still vulnerable to guns.

    Theft Attack (Passive)
    The Tank is able to steal between 1-5 bounty and $1-5 cash whenever a survivor is striked.

    Buy things for me! (Passive)
    The tank needs to steal whatever the survivor buys from the store. All items from the shop (using !buy command) will cost double the normal amount of bounty required. The tank has a 10% chance to stop the survivor getting the item and instantly destroying it.

    Drain Punch (Active)
    On one of the next tanks punches on a survivor, between 100-250 HP is drained from the survivor (the survivor takes the health drained from him/her as damage from the tank's punch associated with this ability) and given back to the tank as 500% of the amount drained from the survivor. Cooldown: 20 seconds.

    Break Punch (Active)
    On one of the next tanks punches on a survivor, between 10-25% of the survivors movement speed is stolen (The survivor takes 100 damage from this ability in the tank's punch) (The survivor recovers lost movement speed% within the next 10 seconds) and give to the tank as the same amount of movement speed gained for the next 10 seconds. Cooldown: 40 seconds.

    Chill Punch (Active)
    On one of the next tanks punches on a survivor, between 10-25% of the survivors buffed offensive or 10-25% of the survivors buffed bonus is given to the tank as additional damage on top of his current punch damage for 10 seconds (The survivor takes 100 damage from this ability in the tank's punch). The survivor is then inflicted with bravery down status for 10 seconds, decreasing their buffed offensive or buffed bonus by the amount the tank stole from the survivor. Cooldown: 40 seconds.

    Thievery (Active)
    The tank will charge for 8 seconds, then deal a pounding fist to the survivor which impacts him/her into the wall on his next tank punch. The tank will deal 100 damage, added by the amount of bounty stolen from survivors over the next 60 seconds (stolen bounty x 10 = additional damage) and stun the survivor hit for 10 seconds. The stolen bounty is then reset afterwards but before The survivor hit also instantly loses 25% of their current bounty and gives it to the tank as stolen bounty. Cooldown: 60 seconds.


     
  3. SanAtlas

    SanAtlas Game Server Moderator Staff Member

    Nice idea man :)
     
  4. You know, I always thought that we should have this idea in mgftw. You know, a supreme form of the duelist tank. All he seems good for is soaking damage as a melee only tank, even though his defense % buff provides alot of resistance to melees. it doesn't seem to counter alot the fast attack rate of melees.

    Here is a story about how the Supreme Duelist came to be. Sorry its alot longer than the thief one :P [IMG2=JSON]{"data-align":"none","data-size":"custom","src":"https:\/\/mgftw.com\/core\/image\/gif;base64,R0lGODlhAQABAPABAP\/\/\/wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw=="}[/IMG2]
    ​ I made it more detailed too.
    The Duelist Tank kept being tired of getting defeated by survivors in a series of melee duels. Every time the tank tried to duel a survivor, the survivor would just overwhelm the tank with his/her powerful melee attacks and strong buffs that the tank could not counter. It was made even worse by the fact that an acid bullet equipped survivor was easily able to take down The Duelist Tank with no repercussion effects to them. The Duelist Tank almost had gave up on beating the survivors alone and ended up going to sleep away in the darkness, hidden away from all survivors. One day a strange special infected charger god came up from hell and said to give him amazing powers if he was going to agree to give himself hope to defeat the survivors. The Duelist Tank agreed and then was given a very powerful green glow with the word supreme written all over it. With it, The Duelist Tank was given profound new knowledge on how he could best prepare himself to finally win duel after duel against survivors who would struggle to cope with the tank's new amazing form. To this day when the survivors now fight this tank, it is know as the Supreme Duelist Tank.

    Supreme Duelist Tank (Tier 2)
    HP: 90000
    Speed: 1.5
    Attack Speed: 1.0
    Damage: 250
    Immunities: Bullets, Fire, Explosions

    Abilities

    Supreme Green Glow (Passive)
    The Supreme Duelist Tank has gained a green glow within him to help in his duels! This green glow nullifies the effects of the Butcher, Witch Hunter Buffs, the mystery toaster bonus damage and the acid bullets. however he cannot gain the effects of guardian tank and knight tank's abilities and he cannot block damage with 2 or more tank types other than himself out in play.

    Increasing Challenger (Passive)
    Each time the Supreme Duelist Tank takes a certain percentage of his health, his defense to melees increases by 5%. When the Supreme Duelist Tank reaches 20% of his maximum health left, his defense to melees has increased to a cap of 60%.

    Hardened Tank (Passive)
    Each time the Supreme Duelist Tank takes a certain percentage of his health, his chance to break the melee weapon of survivor increases by 0.1%, When the Supreme Duelist Tank reaches 20% of his maximum health left, his chance to break the melee weapon of a survivor per swing has increased to a cap of 5%

    Winning Duels! (Passive)
    If the Supreme Duelist Tank manages to kill any survivors, he gets 5% of his maximum HP back and a permanent +25 damage increase. The Damage increase is uncapped.

    Tank Power (Active)
    When the Supreme Duelist Tank is surrounded, he can use this ability to buff up his muscles in a power stance to deal 100 damage to non-tenacity buffed survivors and 5% of the maximum health as damage to tenacity buffed survivors and inflict a random amount of knockback up to 500 units away. Cooldown: 10 seconds. Cooldown is halved if the tank is inside at the time of using this ability.

    Let's Duel! (Active)
    The Supreme Duelist Tank taunts at all survivors by pounding his fists into his belly in a way similar to the gorilla, calling them out to duel with the tank, the tank takes 100% Increased melee damage from survivors for 10 seconds. However the tank can deal 60% Increased damage to survivors with a 50% Increase in his Attack Speed and a 25% Increase in his Attack Range for 10 seconds. Cooldown: 45 seconds. Cooldown is reduced by 33% if the tank is inside at the time of using this ability.

    Feel free to give me feedback! also go check out Jang's posts for tank ideas he has made. My apologies if his editing of more tank ideas did not get seen by people.

    EDIT: BTW, including my older tank ideas forum thread link to here so you can go view it if you want.
    https://mgftw.com/forum/marvelous-ga...-mob-version-9
     
  5. Gonna provide some of my feedback on the tanks that jang has posted so far as well as make some slight changes to my own. For those who want to know something about the Supreme Duelist Tank, his moves are similar to that of Legion Commander from DOTA 2.

    feel free to view here if you want to know how this similarity comes to be: http://dota2.gamepedia.com/Legion_Commander

    otherwise... READ ON HERE for the feedback

    Mutilated Tank (I agree that it should be a tier 2 tank)
    HP: 160000
    Speed: 1.10
    Attack Speed: 1.0
    Damage: 100
    Immunities: Fire, Explosions, Melee

    The following should be added with the ability Gut Grab
    - The Tank is stunned in the smoker pulling animation from the moment it activates the ability until the survivor pulled is either freed or pulled inside of the tank.
    - The Internal Bleeding Debuff should have an active time of 60 seconds.
    - Survivors inside have a 10% chance to be freed for each shove that hits the tank.
    - Smoke Pull Speed should be very fast (like Uber Smoker)
    - If the survivor isn't being pulled by the tank for at least 10 seconds, the survivor pulled is instantly freed and the tank is stunned for 1 second.
    - The Cooldown of the Gut Grab ability is 20 seconds and it starts after the following happen: Survivor is freed, Survivor is pulled into the tank.

    The following should be added with the ability Acid Reflux
    - For each 1 second that passes, the tank has +2% Chance to launch his built up acid as a spit projectile at currently targeted survivor. If up to 20 seconds have gone without the tank spitting, the tank will automatically spit.
    - For each 1 second that passes, the tank has +4% Chance to launch his built up acid as a spit projectile at currently targeted survivor while biled. If up to 10 seconds have gone without the tank spitting, the tank will automatically spit.

    The following should be changed with the ability Acid Reflux
    + The ability should become a passive.
    + The Spit Projectile launched has the corrosive effect from the corrosive tank and will inflict 2 corrosive stacks per spit hit on survivors instead of one.
    (As for the corrosive effect)
    -1 Maximum HP lost on hit. Minimum: 20 HP (for tenacity players its -10 Maximum HP lost on hit. Minimum: 200 HP)
    -0.01 Maximum Movement Speed lost on hit. Minimum: 0.90
    -0.003 Maximum Attack Speed lost on hit. Endless.
    + The Spit Projectile launched has double the normal radius of a spitter's acid projectile
    + The Spit Projectile launched has double the normal average damage of a spitter's acid projectile (1-12)
    + Once Spit Projectile is launched, the chance is reset to 0%.

    The following should be added with the ability Contaminated Claws
    - The survivor is affected with the virus bad status effect for 30 seconds, it makes the survivor 100% more likely to be affected with all bad status conditions.


    No Changes needed here. Good Ability :)

    The following should be added with the ability fever
    - Survivors are 100% more likely to be poisoned (+3% -> +6%) and 85% more likely to become mutated (+0.002% -> +0.0037%) for 30 seconds (stacks with the virus bad status effect with the virus bad status effect having first priority). They also take 10% more damage from Common Infected for 30 seconds.
    - The cooldown on the ability is 60 seconds.

    The following should be changed with the ability Fever
    + survivors are affected with the paralyze debuff for 30 seconds.

    The following should be added with the ability Common Cold
    - For every 1 Common Infected around the tank in a radius of 150 units, the tank takes 1% reduced damage, applied before damage calculation. Maximum 30% Damage Reduction.

    The following should be added with the ability Parasitic Accident
    - The chubby parasite inflicts -10 HP damage per second and a 30% movement speed reduction for 10 seconds.
    - The scaled parasite makes you take 25% additional damage from fire, acid and explosion sources for 10 seconds.
    - The junkie parasite will inflict you with the blood clot debuff for 30 seconds. You also take 25% additional damage from falls and from all infected sources for 10 seconds.
    - The cooldown on the ability is 50 seconds.


    The following should be added with the ability Boomer Buddies
    - For the next 10 seconds, the tank is shielded with a wall of boomers around the tank. During this time the tank is able to use the bitch slap skill against the survivors with the power of a Uber Boomer. The wall of boomers is also able to throw bile at the survivors frequently every 3 seconds.

    The following should be changed with the ability Boomer Buddies
    - vomit bile is launched in the same radius as the boomer's vomit bile.
    - vomit bile has a 3 second cooldown

    I'll add feedback for the other tanks later. this will do it for now.

    Octozilla Tank
    HP: 240000
    Speed: 1.25
    Attack Speed: 0.5
    Damage: 75
    Immunities: Fire, Explosions

    The following should be added with the ability Familiar Waters
    - The tank takes 50% Reduced damage if it in the water or if it is covered in vomit bile. This effect lasts until the tank is either out of the water and/or is no longer covered with vomit bile.

    The following should be added with the ability Limb Regrowth
    - Every 6 seconds, the tank heals 100 HP. This regeneration cannot be disabled by any means.

    The following should be added with the ability Adaption
    - While this tank is alive, all Common and Special Infected cannot take any fire damage from any fire source.

    The following should be added with the ability Natural Swimmer
    - If the tank goes into any water source and/or is covered in vomit bile, its Attack speed and Movement speed is increased by 40%. These effects disappear if the tank is not in any water source and/or is no longer covered in vomit bile.


    The following should be added with the ability Ink
    - When the tank receives any damage from any explosive sources, it will drop a very large acid puddle around its location. This acid puddle (Ink) slows down survivors Movement speed by 50%, it inflicts them with the vomit bile and it gives them as well as nearby survivors with the blind bad status effect for 5 seconds.

    The following should be added with the ability Captured Prey
    - If the tank is within range of an incapacitated survivor, that survivor will be unable to shoot and unable to self-revive/ be revived by other survivors. range: 250

    The following should be changed with the ability Captured Prey
    - The survivor will only be targeted if he/she is afflicted by vomit bile or already had aggro on the tank at the time of being incapacitated.

    The following should be added with the ability Mating Season
    - The tank will spawn 4 multiple squid witches in a small square where the tank currently is at the time. These witches take 50% reduced damage if in water of when covered in vomit bile. They have a 50% increase in movement speed and 50% reduced anger time. When a witch hits survivors, the survivors take 66% reduced damage from them but have their melee weapons instantly broken and are inflicted with the stun bad status effect until another survivor comes to kill the witch targeting that survivor. If the tank dies when these witches spawn, the witches remain until killed themselves. Cooldown: 60 seconds, only after all 4 squid witches are dead. Range: 250.

    The following should be added with the ability Tentacle Shot
    - The tank will shot tentacles from its arms to try and hit survivors. When any survivor is hit by a tentacle they take 100 damage and are inflicted with the blind bad status effect for 9 seconds (non-stackable) (active time of bad status effect is refreshed if hit again). Cooldown: 30 seconds. Tentacle Range: 1000

    The following should be added with the ability Tidal Wave
    - The tank gathers ALL water existing in the area around himself for the next 10 seconds, then releases it as a spherical attack at all survivors. All survivors hit by the tidal wave take 10-25 damage each 0.1 seconds that they are in the tidal wave for up to 5 seconds depending on the range they were from the tank at the time the tank released the attack. All survivors are all inflicted with the stun bad status effect during this ability when they take damage from the tidal wave until they stop taking it. In addition, if the survivor has a defib in their inventory when damaged, they are inflicted with the stun bad status effect for 5 seconds after they stop taking damage. Cooldown: 70 seconds.

    The following should be changed with the ability Poseidon's Pet
    - The tank spawns 4 normal smokers and 1 uber smoker in the map itself to use their tentacle tongues against the survivors. Cooldown: 30 seconds. only after all smokers are dead.

    Birthday Tank - This would be a good tank to use for admin's birthdays / mgftw events/ mgftw annual birthday week
    (tier 2 tank)
    HP: 200000
    Speed: 2.00
    Attack Speed: 1.50
    Damage: 200
    Immunities: Fire, Explosions, Melee

    - No changes needed here. good ability.

    The following should be added with the ability Putting on the Frosting
    - While the tank is alive, any survivor who takes a pill or adrenaline shot health item will be negated the heal bonus and it will be given to the tank. The tank heals from this at 500% of the amount absorbed.

    The following should be added with the ability Before the Party Starts
    - For the next 5 seconds while charging the ability "Time For the Party!", the tank will be so excited that it has a 45% increase in attack and movement speed.

    The following should be changed with the ability Hungry For Cake
    - For every minute that the tank remains alive in the fight against survivors, he gains a permanent +10 damage boost to all his punches.

    The following should be added with the ability Time For the Party!
    - The tank will let out a burst of excitement for the next second with a pink outline around himself until he causes a massive explosion. Any survivor within his range will be instantly killed, all other survivors within a longer range will be launched away from the tank and take 0-600 damage depending on how close they were to the center of the explosion. The abilities under this one are the only ones that can be used for the next 60 seconds after the explosion. Cooldown: 90 seconds. Explosion Instant Kill Range: 150, Explosion Range: 1000

    The following should be added with the ability "Box o' Jockeys"
    - A purple box with a pink ring around it is spawned under where the tank is currently at. When any survivor enters the ring, it bursts to deal 150 damage to the survivor and spawns 3-4 Party Jockeys. Party Jockeys have no cooldown after they land from jumping the survivor and they have the knife deflect ability. There is a 30% chance of one of the Party Jockeys deflecting that knife and stabbing you for 150 damage. The Party Jockeys can also spawn 2 clown zombies every 5 seconds that they are alive and they steal 1 bounty for every hit they deal to you while riding. If the Party Jockey is knocked off while he has stolen bounty, he can run it and give it to the tank within a small range, giving the tank powerful upgrades.
    The tank can receive various upgrades such as (25% chance for each of these upgrades to happen at random per bounty given to the tank)
    +25% Damage Increase for 3 seconds with each bounty stolen.
    +10% Defense Increase for 3 seconds with each bounty stolen.
    +10% Movement Speed Increase for 3 seconds with each bounty stolen.
    +5 % Attack Speed Increase for 3 seconds with each bounty stolen.
    Cooldown: 60 seconds. only after all Party Jockeys are dead. Pink Ring Radius: 500, Tank Upgrade Radius: 250.

    The following should be added with the ability Wrong Party?
    - The tank will spawn a Joker Tank to have fun with the survivors for 45 seconds. Cooldown: 75 seconds.

    The following should be added with the ability Birthday Boy
    - The tank will target a random currently standing player and vomit bile them for 15 seconds, the tank can target this survivor and cannot be affected by the lure of the minigun. The tank returns to normal targeting when the vomit bile wears off. Cooldown: 40 seconds.

    The following should be added with the ability Do you have Coulrophobia?
    - The tank will spawn 30 clown zombies, these clown zombies can deal 100 damage per hit every 2 seconds to a survivor and have 300 HP each. These clown zombies cannot attract other zombies. Cooldown: 45 seconds.

    The following should be changed with the ability When the Clock Strikes Midnight
    - When the tank dies, any player that is afflicted with vomit bile also dies instantly and cannot be brought back by defibrillators.

    Cosmic Tank - He is a cool tank at night, but not that cool during the day.
    (tier 3 tank)
    HP: 300000
    Speed: 1.50
    Attack Speed: 1.00
    Damage: 150
    Immunities: Fire, Explosions, Acid, Melee

    The following should be added with the ability Star Gazing
    - If the tank is fought at night time, the tank gains a 50% Increase in Damage Done and a 33% Increase in Movement Speed. He also slows down survivors who are hit by decreasing their movement speed by 10% for 5 seconds (stackable up to a maximum 50% Movement Speed decrease)

    The following should be added with the ability Hardened
    This tank starts off with a hardened armor that reduces the damage taken by 80%, bullets slowly break down this armor
    by 0.1% per bullet. However vomit jars reduce this by 0.2% per second and explosions instantly reduce armor down by 1% every 2500 explosion damage inflicted, with the exception of the pipebomb which breaks it down by 2% per explosion hit regardless of damage dealt. After the tank's armor has reached a minimum of 40% he will initiate a 3 minute countdown. After this time has passed, the tank regains all his armor back, then -2% for every survivor that is dead at the time it happens.

    The following should be added with the ability Asteroid Belt
    - The tank gets three rocks from the asteroid belt that float above his head. The tank can throw these rocks 1 at a time per second, or 1 rock within the next 5 seconds. then the tank has 5 seconds to throw the second rock then 5 seconds to throw the third rock. These rocks fly fast, causes a damaging explosion and lays down acid where the impact point is. If the tank doesn't throw the rocks within the 5 seconds given, all rocks fall on the tank and give the tank the stun bad status effect for 4 seconds. Cooldown: 20 seconds, after all 3 rocks have been used up.

    The following should be added with the ability Shooting Star
    - The tank senses a shooting star fly overhead in the area, he then uses the shooting star after 5 seconds of charging its star energy to grant all infected a 20% Movement Speed Boost and a 25% Increase in Damage Dealt for the next 30 seconds. Cooldown: 65 seconds

    The following should be added with the ability Solar Eclipse
    - The tank causes an instant Solar Eclipse within himself, inflicting all survivors not looking away from him the blind bad status effect for 15 seconds. If the survivor is also incapacitated, his/her bleed out rates increase by 200%. Cooldown: 45 seconds.

    The following should be added with the ability Cosmic Backup
    - The tank spawns 2-3 Cosmic Chargers around itself. These Cosmic Chargers deal 2% of the survivors current standing health as additional damage per melee and 5% of the survivors current standing health as additional damage per pound. They also have 6000 HP on spawn, however they can be shoved off victims and have a 35% Decrease in Movement Speed. Cosmic Chargers have immunity to Explosives and Fire. If they are killed, they will emit a powerful sound that can knockback nearby survivors. Cooldown: 60 seconds, Cosmic Backup won't activate until all 3 Cosmic Chargers are killed.

    The following should be added with the ability Black Hole
    - The tank will spawn a black square ring around itself, when any survivor enters it they won't be able to leave unless they want to be dealt 20% of their maximum HP as damage, this damage bypasses Mustachio Bless. The ring has a duration of 10 - 15 seconds before disappearing. Cooldown: 45 seconds.

    The following should be added with the ability Solar Flare
    - The tank will rise into the air and float in his current location for the next 5 seconds while absorbing the atmosphere. After this, the tank will let out a massive yell that causes a massive star explosion that leaves a giant puddle of fire behind. Any survivor that is too close to the star explosion is instantly killed and undefibbable for the rest of the round. All other survivors within range take from 100-1250 HP in damage and will get launched depending on how close they were to the star explosion and they will get inflicted with the stun bad status effect for 3-13 seconds. The fire puddle itself will deal 500 HP/s to any survivor who goes inside the giant fire puddle. Cooldown: 75 seconds. Star Explosion Instant Kill Radius: 500.
    Star Explosion Radius: 2500. Giant Fire Puddle Radius: 500

    If the survivors take more than 20 minutes to defeat the tank, the tank will initiate a 60 second countdown until the Solar Flare ability, upon successful activation, all survivors are instantly killed and wiped out, regardless of range.

    Alright that should do it for my feedback and suggestions. let me know about your response to this.
     
  6. Here's another tank idea i could think of...

    You all remember the Supreme Drainer Tank right? how he spawned with 50k hp, being able to drain extremely fast and then he can drain past his maximum HP uncapped? Watch this video from 8:50 until 11:31 to see what i mean.

    we should bring him back as a tier 3 tank with different abilities to the old one.

    Supreme Drainer Tank (Tier 3)
    HP: 350000
    Speed: 1.0
    Attack Speed: 2.0
    Damage: 50
    Immunities: Fire, Explosion, Melee

    Ingame, the tanks health would look like this.

    Tank Health (Supreme Drainer): 350000 [0]

    Abilities

    Supreme Drain (Passive)
    The tank is able to drain between 1-120 HP based on the distance the survivors are to the tank. The tank is able to go beyond and up to 100% additional Maximum HP with his drain. He however now takes 100% more damage from all sources anytime his health is above his base Maximum HP. Range: 500.

    Healing Powers (Passive)
    Each time the tank hasn't been draining for the past 6 seconds from any ability, he will slowly heal himself for 350 HP every 3 seconds, this heal cannot be interrupted by survivors and the effect only ends when the tank starts draining health from survivors again.

    Needing Blood (Passive)
    The tank will focus incapacitated survivors. this ability cannot by bypassed by the minigun lure as it won't work on the tank. The tank also deals double damage to incapacitated survivors and has a 50% Attack Speed reduction while attacking them.

    Special Infected Care (Passive)
    Any special infected in the area heal for 85 hp/s while within range of the tank. Range: 1000

    Blood Attraction (Active)
    For the next 30 seconds, all survivors currently alive take 10 HP/s and restore that amount to the tank per second. This ability bypasses all resistances and cannot be boosted by upgrades/skills/buffs. Cooldown: 75 seconds.

    Drain Punch (Active)
    On the next tank punch after 3 seconds of charging, the tank's punch will deal additional damage equal to 50% of the survivors current health, the tank drains the damage dealt to the survivors and gives it to himself as health. Cooldown: 45 seconds. The tank's punch effect dissapears if he doesn't punch a survivor within the next 10 seconds after charge time has finished. Cooldown starts after the tank punches the survivor or if the tank didn't punch a survivor within the 10 seconds.

    Give me Blood! (Active)
    The tank screams very loudly at the survivors! this forces all survivors to teleport to the tank to give the tank more blood. Cooldown: 30 seconds.

    Survivability of the Infected (Active)
    Upon activating, all Special Infected in the area, regardless of Uber or not start to regenerate health at 85 hp/s, this regeneration lasts for 20 seconds and cannot be interrupted by the survivors, unless they have the Regeneration Outage buff. Cooldown: 60 seconds.



     
  7. Sretzo

    Sretzo Junior Member

    Custom Tank Idea by me:

    =====Overall Section=========
    Tank Name : Treasure Tank I (Alt. name: Rare Treasure Tank)
    Tank HP : 66,365
    Tank Lv. : Unknown ???
    Tank Rarity : Tier 2 (Encounter Rate Low)
    Tank Color : Gold-ish
    =====Stats Section=======
    XP : 0 (That why It treasure)
    $ : 10,000
    FRP : 0
    Damage: 70 - 100
    Shield/Armor : Block Melee
    Move Speed : ??? (Slighlty Fast)
    Tank Immunity : Fire, Bile
    Special Flag: Tank will escape when time run out (Timed Event)

    Is Tank is Timed event : Yes (3 Mins on Spawn)
    Is Tank can be killed : Yes
    Is Tank has Special Skills: No
    -
    ====Reward/Drop Section===
    Drops on Death : None
    Drops on Death Item auto distribute: x 1 Lucky Box I
    Display text on chat : [PR] steam_user_name obtained Lucky Box I
    ===================================================

    =====Overall Section=========
    Tank Name : Treasure Tank II (Alt name. Legendary Treasure Tank)
    Tank HP : 150,000
    Tank Lv. : Unknown ???
    Tank Rarity : Tier 3 (Encounter Rate Very Low)
    Tank Color : Gold-ish (with Outline Glow)
    =====Stats Section=======
    Damage: 120 - 150
    Shield/Armor : Block Melee
    Move Speed : ??? (Fast)
    Tank Immunity : Fire, Bile, Freezing Bullet, Acid Bullet
    Special Flag: Tank will escape when time run out (Timed Event)

    Is Tank is Timed event : Yes (7 Mins on Spawn)
    Is Tank can be killed : Yes
    Is Tank has Special Skills: Yes
    - Teleport : Randomly teleport nearby player (CD: 30 - 60 s)
    - Fury (Passive) : When Tank in pinch HP, Causing tank attack speed boosted.
    - Money Stealer (Passive) : There is 40% chance survivor lose $50 upon hit. (CD: 10s)
    - FRP Stealer (Passive) : There is 10% chances survivor lose 2 FRP upon hit. (CD: 10s)

    ====Reward/Drop Section===
    XP : 0
    $ : 50,000
    FRP : 0
    Drops on Death : None
    Drops on Death Item auto distribute: x 1 Lucky Box II
    Display text on chat : [PR] steam_user_name obtained Lucky Box II.


    ==NEW ITEM========================================================
    Name : Lucky Box I
    Description : A box which contain rare loot that has been save by the unknown survivor.
    (Usable 1 Time; UNTRADABLE; Get only 1 of the following)
    + 2* Yellow Ceda Note
    + 1* Small Jar Pills
    + 1* Red Ceda Note
    + 1* Medium Jar Pills
    + 1* [Buff] Piercing Bullet
    + 1* [Premium] Uber Vending Machine

    Name : Lucky Box II
    Description : A box which contain very rare loot that can surprise any survivor who open it.
    (Usable 1 Time; UNTRADABLE; Get only 1 of the following)
    + 1* Top-secret Ceda Note
    + 1* Medium Jar Pills
    + 2* [Buff] Piercing Bullet
    + 2* [Premium] Uber Vending Machine
    + 1* [Premium] x5 EXP Booster
    + 1* [Premium] x10 EXP Booster
    + 1* [Premium] Legendary Vending Machine

     
  8. BEFORE YOU READ ON... Check out my Fire Tank idea here: https://mgftw.com/forum/marvelous-ga...mob-version-10

    Thanks for your tank idea sretzo, here's my feedback and suggestions for the Rare Treasure Tank and Legendary Treasure Tank

    Suggested Stats
    Golden Tank (Tier 2)
    HP: 65000
    Speed: 1.50
    Attack Speed: 0.75
    Damage: 100
    Immunities: Fire, Explosion, Melee

    This tank's encounter rate is equal to the encounter rate of an expected tier 3 tank.

    Suggested Abilities
    "Rarity" (Passive)
    When the tank spawns, there is a countdown of 150 seconds (2 minutes and 30 seconds) for all survivors to defeat this tank. If the survivors do not defeat the tank by the time the countdown goes down to 0 seconds, the tank will instantly escape, leaving the survivors with no rewards.

    Suggested Stuff (for tankinfo)
    The Golden Tank is said to be a tank made of pure 100% Gold. Many survivors have died trying to kill him for his wealthiness to be given to them.

    Suggested Stats
    Supreme Golden Tank (Tier 3)
    HP: 150000
    Speed: 3.00
    Attack Speed: 0.35
    Damage: 150
    Immunities: Fire, Explosion, Melee

    This tank's encounter rate is lower than the encounter rate of an expected tier 3 tank

    Suggested Abilities
    "Magnificent Jewel" (Passive)
    When the tank spawns, there is a countdown of 420 seconds (7 minutes) for all survivors to defeat this tank. If the survivors do not defeat the tank by the time the countdown goes down to 0 seconds, the tank will instantly escape, leaving the survivors with no rewards.

    "Teleport" (Passive)
    The tank is able to teleport to the nearest player. Cooldown: 15 seconds.

    "Golden Fury" (Passive)
    When the tank has less than 20% of his maximum HP remaining, his attack speed is increased to 0.10 (1 hit per 0.1 seconds)

    "Money Thief" (Passive)
    The tank has a 40% chance to steal $50 from any survivor who is hit by his punches. However there is a 10 second cooldown before any survivor can be stolen from again.

    "Pills Thief" (Passive)
    The tank has a 10% chance to steal 2 FR-Pills from any survivor who is hit by his punches. However there is a 10 second cooldown before any survivor can be stolen from again.

    Suggested Stuff (for tankinfo)
    The Supreme Golden Tank is said to be an enhanced version of the Golden Tank, with a higher survivability thanks to his purified 100% metallic gold he is said to be worth alot to many survivor hunters. This tank will not let himself get killed easily with many abilities to crush the survivors dreams of ever obtaining wealthiness from this tank.

    Suggested contents of items
    Lucky Box I
    - Keep the same descriptions and that other line, its good :)
    - Change some of the items that should be contained in this box
    10x GREEN CEDA NOTE
    2x YELLOW CEDA NOTE
    1x Small Jar Pills
    1x Medium Jar Pills
    1x Box of Empty Shells with 1x Corrosive Acid Sample OR 1x Nitrogen Gas Container
    1x |ITEM| Vending Machine

    Suggested contents of items
    Lucky Box II
    - Keep the same descriptions and that other line, its good :)
    - Change some of the items that should be contained in this box
    5x RED CEDA NOTE
    2x TOP SECRET CEDA NOTE
    1x Large Jar Pills
    1x |Buff| Piercing Bullets
    1x |Buff| Artisan
    1x |PREMIUM| Uber Vending Machine

    the reason why i feel this is because admins are usually the only people who get to have the legendary vending machines and we only get to earn 1x of these from participating in events. Another reason is simply because you cannot have 2x |Buff| Piercing Bullets, it just won't make sense, you are also denied this reward if you already have the buff, the same thing can be said to apply to |Buff| Artisan. My final reason is because we really do not need to have experience boosters obtainable as a treasure to help the player with leveling, IMO it should only be earned by getting them from an event (by working hard for it) and/or purchasing them from the MG store, my 2 cents on the suggestions.

    I mostly like the idea, although im more neutral about the reward items themselves.
     
  9. Sretzo

    Sretzo Junior Member

    timkit [â„¢Ûž] I'm actually confused about the reward cause I mostly don't know the buff and items and damn i forgot the craftable defense/regen.
    So I still agree with Timkit (cause he know those item more than me)
    My final New item idea:

    Based on Timikit's Suggested contents of items
    Name : Lucky Box I
    Description : A box which contain rare loot that has been save by the unknown survivor.
    (Usable 1 Time; UNTRADABLE; Get only 1 of the following)
    1x YELLOW CEDA NOTE (worth 10k XP) (Better use Yellow instead green x10 :) )
    2x YELLOW CEDA NOTE (worth 20k XP)
    1x Small Jar Pills
    1x Medium Jar Pills
    1x RED CEDA NOTE (worth 100k XP)
    1x Refined Defense Booster (3rd Level Boost)
    1x Refined Regeneration Booster (3rd Level Boost)
    1x Nitrogen gas container
    1x Corrosive Blood Sample
    1x |ITEM| Vending Machine <=== rarest on that box

    Name : Lucky Box II
    Description : A box which contain very rare loot that can surprise any survivor who open it.
    (Usable 1 Time; UNTRADABLE; Get only 1 of the following)
    2x Supreme Defense Booster (Final Level Boost)
    2x Supreme Regeneration Booster (Final Level Boost)
    5x RED CEDA NOTE (worth 500k XP)
    2x TOP SECRET CEDA NOTE (worth 2M XP)
    1x Large Jar Pills
    1x |Buff| Piercing Bullets
    1x |Buff| Artisan
    1x |PREMIUM| Uber Vending Machine <===rarest on that box
     
  10. Here's another tank idea i came up with... note that this idea uses an idea for tank not thought of into mgftw yet, so beware of that.

    Elemental Tank (Tier 3)
    HP: 300000
    Speed: 1.0-2.0
    Attack Speed: 0.25-2.0
    Damage: 100-300
    Immunities: Melee (It also varies depending on form, other than the Melee itself)

    Abilities

    Elemental Changer (Passive)
    This tank has three elemental forms in which he can transform into. Each with varying abilities suited to the tank to wreck the survivors with.
    - Fire Form
    - Electric Form
    - Ice Form
    The tank will not be in a form for 10 seconds after spawning until he changes into one automatically, during this time all damage dealt to the tank is negated.
    After changing into a form, the tank will not change elemental forms until 25k HP has been removed from him, during which for the next 5 seconds he becomes invulnerable to all damage while transforming into a random form. From Fire Form the tank can randomly transform into either the Electric Form or the Ice Form and vice versa with the others. The tank cannot use any of the forms again until he has been through all 3 forms and he cannot change to the same form again after the third form. After the tank reaches 150k HP however, he now has all 3 forms embodied into him as the Elemental Form with some abilities from each form being able to be used in this form.

    Fire Form (Passive)
    When the tank is in Fire Form he gains the following changes.
    His Speed is 2.0
    His Attack Speed is 0.25
    His Damage is 100 per punch
    He has immunity to Fire, Acid, Melee
    he has access to the following abilities
    - Fire Collector (Passive)
    - Fire Rock (Passive)
    - Fire Shield (Passive)
    - Searing Ground (Active)
    - Fire Blast (Active)
    - Inferno Meteor (Active)

    Electric Form (Passive)
    When the tank is in Electric Form he gains the following changes.
    His Speed is 1.5
    His Attack Speed is 1.00
    His Damage is 200 per punch
    He has immunity to Fire, Explosions, Melee
    He has access to the following abilities
    - Electricity Surge (Passive)
    - Lightning Rock (Passive)
    - Shock (Passive)
    - Thunderbolt (Active)
    - Therapeutic Shock (Active)

    Ice Form (Passive)
    When the tank is in Ice Form he gains the following changes.
    His Speed is 1.0
    His Attack Speed is 2.00
    His Damage is 300 per punch
    He has immunity to Acid, Explosions, Melee
    - Ice Emanation (Passive)
    - Ice Rock (Passive)
    - Ice Breaker (Passive)
    - Boulder Crash (Active)
    - Diamond Dust (Active)

    Elemental Form (Passive)
    When the tank is in Elemental Form he gains the following changes.
    His Speed is 2.5
    His Attack Speed is 0.5
    His Damage is 250 per punch
    He has immunity to Fire, Acid, Explosions, Melee
    He has access to the following abilities
    - Fire Collector (Passive)
    - Fire Rock (Passive)
    - Lightning Rock (Passive)
    - Shock (Passive)
    - Ice Emanation (Passive)
    - Ice Rock (Passive)
    - Inferno Meteor (Active)
    - Therapeutic Shock (Active)
    - Diamond Dust (Active)

    Most of the abilities are the same, however the abilities, Ice Rock, Inferno Meteor, Therapeutic Shock and Diamond Dust will change when the tank is in the Elemental Form.

    Fire Collector (Passive) (Fire Form)
    The tank will absorb 100% of fire damage inflicted on it from all sources and regenerates his health by 100% of the amount absorbed. He is however weak to Ice Bullets and so will take 100% additional damage from weapon sources that have them equipped, bypassing the effect of the Fire Shield.

    Fire Rock (Passive) (Fire Form)
    The tank will throw a rock that when it impacts, a molotov will be dropped at the impact site, hurting any survivors who go in the fire for 40 HP/s for 10 seconds.

    Fire Shield (Passive) (Fire Form)
    The tank will take 50% Reduced damage from bullets due to the nature of the fire on the tank making the bullets less penetrative to the tanks flesh. This Fire Shield however can be extinguished by water bodies of any source and won't be able to regenerate for 30 seconds after he leaves the water body.

    Searing Ground (Active) (Fire Form)
    The tank will put his fists into the ground to super heat it to extremely high temperatures just like the midday sun, thus causing the anger ignition effect. All survivors not standing on any objects above the ground will take 10 HP/s for 30 seconds and have 15% Reduced Movement Speed. All fires caused by the tank from any of his abilities now deal double damage to the survivors. Cooldown: 75 seconds.

    Fire Blast (Active) (Fire Form)
    The tank will get so angry that he will loudly roar at a nearby location and instantly engulf it into flames by causing a fiery explosion. All survivors nearby take 300 damage and will spawn molotovs from their bodies onto the floors, these molotovs are special in which while 1 molotov deals 10HP/s the damage dealt is multiplied by the amount of molotovs affecting the survivor (up to a 5x multiplier) and these molotovs also stay around for longer. Fiery Explosion Radius: 750,
    Molotov Radius: 250, Maximum Number of Molotovs spawned: 8, Cooldown: 45 seconds.

    Inferno Meteor (Active) (Fire Form)
    The tank will summon meteors that fall from the sky for 20 seconds, these meteors deal 50 damage each to survivors that are hit and stunlock them if they get hit by more. These meteors are able to smart missile survivors like rocks and don't stop until they hit their target or hit an obstacle in the way. The tank cannot use this ability in enclosed areas. Cooldown: 80 seconds.

    Electricity Surge (Passive) (Electric Form)
    The tank has large amounts of electricity surging through his body, just waiting to come out any moment like a powerful light eruption. However, shocks still happen from his body and can affect nearby survivors around, each time a survivor is nearby his chances of getting stunned increase by 0.5% every 0.5 seconds until it reaches a maximum of 20% chance to be stunned for 4 seconds on hit. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds. The chance of the survivor being stunned is decreased by 5% for every 2 seconds that the survivor is not in range of the tank or was previously stunned by the ability.

    Lightning Rock (Passive) (Electric Form)
    The tank will throw a rock that when it impacts, creates a large explosion strong enough to explode a car directly hit and it stuns nearby survivors for 1-7 seconds on hit. If the survivor is directly hit by the rock itself, the survivor gets stunned for 4 seconds. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds.

    Shock (Passive) (Electric Form)
    after the tank has punched the survivor with its claws, the tank stuns the survivor for 3 seconds. Once that survivor has been stunned, the tank cannot affect him again for 15 seconds.

    Thunderbolt (Active) (Electric Form)
    The tank will emit a powerful electric attack from his body at nearby survivors. All survivors affected take 300 damage and are stunned for 6 seconds. Cooldown: 45 seconds. Radius: 900.

    Therapeutic Shock (Active) (Electric Form)
    The tank will charge for 5 seconds while making the sky all dark, then yells out a agonizing roar to all survivors who are immensely affected by deep lightning bolts from the clouds, surging through their body for 10 seconds. Survivors take 25 damage (+25 damage for each stun that they received during the time that this ability was on cooldown) per second. Cooldown: 90 seconds. All survivors are afflicted with lightning in their bodies which remains for 30 seconds, causing them to take 50% Increased Damage from all attacks that inflict the stun bad status effect and can't be stunned for only 10 seconds after being stunned. All survivors are stunned while taking damage and this stun cannot be removed by any buffs nor prevented from this ability.

    Ice Emanation (Passive) (Ice Form)
    Reduces the speed of nearby survivors by 5% each 0.5 seconds (Max: 75%). Effect slowly vanishes after going away from the tank. Any survivor whose speed is reduced by 40% or more will be affected by a 50% Decrease in Fire Rate, 25% Decrease in Melee Rate and a 40% Decrease in Reload Speed
    until they get their movement speed reduction to be less than 40%. Effect Radius: 1000.

    Ice Rock (Passive) (Ice Form)
    The tank will throw a rock that when it impacts, instantly freezes the survivor on hit in ice for 5 seconds. The tank will target those survivors who are frozen.
    Additionally after the survivor has his frozen thawed out, he suffers a 35% Movement Speed Reduction for 5 seconds.

    Ice Breaker (Passive) (Ice Form)
    The tank will deal 200% additional damage to survivors that are frozen and break the survivor from their frozen condition. If the survivor is killed while hit as a frozen survivor however, they cannot be defibbed and will shatter like glass.

    Boulder Crash (Active) (Ice Form)
    The tank will smash the ground with a crashing quake, summoning ice boulders above to crash into the ground for 5 seconds. Each boulder that hits a survivor deals 100-250 damage per second for 4 seconds and slows the survivor down by 20%, stackable up to 80%. Cooldown: 30 seconds. The tank can use this ability even in enclosed areas. Ice Boulder Radius: 300, Ice Boulder Summoning Radius: 1500

    Diamond Dust (Active) (Ice Form)
    Charging up for 5 seconds, the tank gathers up ice from its body and surrounds the area with a thick layer of icy winds, capable of freezing all survivors. The survivors then are frozen after the 5 seconds while the tank waits a moment. The tank will then do a fearsome roar that will heavily hit survivors with the diamond dust shatter for 15% of their maximum HP as damage. All other tank abilities that the tank has cannot be used while this one is used and for 15 seconds when this ability goes on cooldown. Freeze Duration: 5 seconds. Cooldown: 90 seconds.

    Ice Rock (Passive) (Elemental Form)
    The tank will throw a rock that when it impacts, explodes and slows down the survivors movement speed by 35%

    Inferno Meteor (Active) (Elemental Form)
    The tank will summon meteors that fall from the sky for 20 seconds, these meteors deal 150 damage each to survivors that are hit and stunlock them if they get hit by more. These meteors are able to smart missile survivors like rocks and don't stop until they hit their target or hit an obstacle in the way. The tank cannot use this ability in enclosed areas. Cooldown: 60 seconds.

    Therapeutic Shock (Active) (Elemental Form)
    The tank will charge for 5 seconds while making the sky all dark, then yells out a agonizing roar to all survivors who are immensely affected by deep lightning bolts from the clouds, surging through their body for 10 seconds. Survivors take 50 damage (+50 damage for each stun that they received during the time that this ability was on cooldown (except for the stuns received from this ability)) per second. Cooldown: 60 seconds. All survivors are afflicted with lightning in their bodies which remains for 10 seconds, causing them to take 150% Increased Damage from all attacks that inflict the stun bad status effect and can't be stunned for only 10 seconds after being stunned. All survivors are stunned while taking damage and this stun cannot be removed by any buffs nor prevented from this ability.

    Diamond Dust (Active) (Elemental Form)
    Charging up for 5 seconds, the tank gathers up ice from its body and surrounds the area with a thick layer of icy winds, capable of freezing all survivors. The survivors then are frozen after the 5 seconds while the tank waits a moment. The tank will then do a fearsome roar that will heavily hit survivors with the diamond dust shatter for 15% of their maximum HP as damage. All other tank abilities that the tank has cannot be used while this one is used and for 10 seconds when this ability goes on cooldown. Freeze Duration: 5 seconds. Cooldown: 75 seconds.
     
  11. Jang23

    Jang23 Junior Member

    After a long time of inactivity, I hope to stay. I came up with a tank for Halloween. It is less of a boss battle and more of a survival mini-game. I came up with this tank when rummaging through sound files of Left 4 Dead 2 in Garry's Mod. I came across metal creaking, which sounding like moaning, crying and screaming, so I thought these sounds would replace the tank's sound effects.

    Horror Tank
    There is no running or hiding from this tank. It knows where you are and it will kill you.

    Stats

    Health - ?
    Damage - ? Survivors killed by this tank are eaten by darkness and become unrevivable.
    Immunities - Fire, explosives and bile. It takes slightly reduced melee damage.

    Abilities

    Soundless
    This tank does not make footstep sounds or roar. It will only roar when it has first captured a survivor and when it has first spawned. It also has very faint pummel sounds.

    Strange Fog
    Once the tank has been activated, it will let out a loud roar that will scare survivors. Scared survivors have their vision dimmed and they will take more damage from infected. Scared survivors also won't let out pain screams or downed screams. Common infected spawns will be reduced. This ability won't wear off until the tank is dead.

    Kidnap
    Targets a survivor, which it teleports to. When the tank teleports to the survivor, it will teleport again, but with the survivor. It will teleport to a random location that isn't too far from the survivors, but isn't too close. There, it will instantly down the survivor and begin pummeling. It deals slightly more damage than a normal tank to a downed survivor. The captured survivor cannot crawl, self revive, attack or use chat of any kind. The only way to find a downed survivor is to listen for a faint pummeling sound and when a captured survivor reaches 1/4 of their downed health, they will be given a dim red outline for a last chance to be rescued.

    Bad Headache
    Will stare at a survivor for a few seconds, giving them a headache. Survivors affected by this ability will see completely black common infected. These common infected can only be seen by the targeted survivor and have increased health and damage. These common infected are immune to fire, explosives and bile. They will not chase biled players. They will continue to attack the targeted survivor until the ability wears off or the tank dies. This ability lasts 60 seconds.

    Sudden Weakness
    Survivors close to the tank will move slightly slower, and will attack slower.

    Death's Tears
    The tank will leave a large, permanent black puddle where it has killed a survivor with its fists. This puddle deals 200 damage every second to survivors standing in it and bypasses Mustachio Bless. Players killed by this ability won't leave behind another black puddle.

    Time's Up
    Survivors in range of this ability will be automatically turned black and white. You will have 30-60 seconds to cure yourself before you are instantly killed and become unrevivable. The only way to cure yourself is to kill infected. You must kill at least 30-50 infected before the timer runs out.

    I was really tired when making this, so it might not be very creative.
     
  12. Mike Wazowski

    Mike Wazowski Junior Member

    SWAT TANK

    HP: 170,000 (Tier 2)
    Damage 75 (100 while under police brutality)
    Attack Speed: 0.60 (0.90 while in under the effect of Police Brutality)
    Speed: 2.5
    (Resistant) Fire,melee,explosives.


    Story: You would think that a suit of armor could protect you from bites, well unfortunatly for this individual he got infected. Many of the SWAT members were infected. Each one of them strong and durable. The one thing that is bad about it is that they still remember their training from working for the police.

    (Passive)- Confiscation
    If there is one thing this tank remembers is to take away any illegal contraband or weaponry from the suspect. Has a 15% chance to steal one of your items every 2 punches. For example could possibly steal your medkit or pills.

    (Passive)- Impersonating a government official.
    Having the police baton or SPAS shotgun increases damage taken by 15%.

    (Passive)- Code 10-45d
    Upon a survivor dying during the SWAT tank is alive he will get his Attack speed and general speed increased by 0.2.

    (Ability)- Restraint
    The Tank will lift a large rock shaped handcuff. Getting hit by it freezes you in place for 13 seconds. If a teammate shoves you it will remove the trap.

    (Ability)- Police Brutality
    The Tank will let out a roar and get a boost to damage and punch speed. Lasts 30 seconds}Cooldown 30 seconds.

    (Ability)- Police Assault in Progress
    The Tank will call for a special type of reinforcements. He calls forth a small to medium horde of "Riot Unit CI"
    If there is a problem and Riot units cant be spawned for some reason plan B is the tank will spawn 5 Uber Chargers with much more HP.

    (Ability)- Baton Fury
    After the tank loses 80k hp he will resort to his baton and getting hit slows you down by 40% (stacks 3x)

    (Death)- Code 10-00 / Officer Down
    When the tank dies a large horde of infected spawn in, riot infected will spawn too but in smaller groups.

    Note: This is a WIP so there still might be things added to it.
     
  13. Thanks for your tank ideas Jang and Negan (Mike Wazowski), I will now post my feedback and suggestions

    Suggested Tank Stats
    Horror Tank (Tier 2)
    HP: 120000
    Speed: 1.0
    Attack Speed: 0.75
    Damage: 100
    Immunities: Fire, Explosives, Acid (RESISTANT: The tank takes 600 melee damage per hit, before damage addition/reduction is applied)

    My suggestions for the Soundless ability
    "Soundless" (Passive)
    The tank itself knows how to hunt survivors down while prowling the night out. This tank does not make footstep sounds and won't roar at all. The only times in which the tank roars is when he has captured a survivor and when it first spawns. In addition, the tank also has 80% Reduced Pummeling sound and its tank spawn is unannounced to the survivors.

    My suggestions for the Sudden Weakness ability
    "Sudden Weakness" (Passive)
    Any survivor who is within range of the tank will have a 20% Decrease in movement speed and will attack with their weapons 50% slower than normal. Radius: 250

    My suggestions for the Strange Fog ability
    "Strange Fog" (Active)
    The tank will let out a loud roar that will scare survivors. while this happens, strange fog is released from the tank's mouth that will affect scared survivors with the blind bad status effect for 15 seconds and take 140% increased damage from infected for 15 seconds. Scared survivors cannot scream while in pain or when incapacitated. This however reduces the common infected spawns by 15% and only causes Common Infected to target scared survivors. Scare Radius: 1000, Strange Fog Radius: 1000, Cooldown: 45 seconds.


    My suggestions for the Kidnap ability
    "Kidnap" (Active)
    The tank will charge darkness within himself for 3 seconds, then instantly targets and teleports to the survivor targeted. The tank will then teleport again with the survivor afterwards to a random area on the map not too close but not too far from the survivors. The tank will then instantly incapacitate the survivor and begin to pummel down the survivor, dealing 25% increased damage to that incapacitated survivor. The effects of the pummeling on the survivor inflict him with a permanent stun bad status effect until a survivor comes to revive him from incapacitation, only then will the stun bad status effect wear off on the affected survivor. The captured survivor is unable to crawl, self revive or use chat. When any survivor incapacitated by the tank's ability reaches 1/4 of their maximum incapacitated HP left, they will be given a dim red outline for a last chance for survivors to find them and be rescued. The tank will only target the survivor incapacitated and will return to normal targeting mode once the survivor is revived. Teleport To Radius: 2000, Teleport Away Radius: 2000, Cooldown: 60 seconds.

    My suggestions for the Bad Headache ability
    "Bad Headache" (Active)
    The tank will stare at a randomly targeted survivors nearby, giving them a headache. Survivors will see common infected as black things instead of what they are used to looking at. These black things can only be seen by the targeted survivor who have 100% Increased HP and deal 15% Increased Damage to the survivor. They are immune to fire, explosives and vomit bile (including the acid effect) and will not chase vomited players. They will continue to attack the survivor until 30 seconds after the survivor sees them. Stare Radius: 500, Cooldown: 45 seconds.

    My suggestions for the Time's Up ability
    "Time's Up" (Active)
    All survivors that are in range of this ability will instantly lose all their incapacitation counts and have their vision turned black and white. The survivors affected have 60 seconds to cure themselves of this vision by killing 30 infected. If the survivors cannot do this within the time limit they are instantly killed and become undefibable. If they do kill 30 infected within the time limit however, they get back all their incapacitation counts, including from when they were normally incapacitated and have their vision restored back to color. Time's Up Radius: 1000, Cooldown: 120 seconds.


    Suggested Tank Stats
    SWAT Tank (Tier 2)
    HP: 170000
    Speed: 1.0
    Attack Speed: 1.65
    Damage: 100
    Immunities: Fire, Explosives (RESISTANT: The tank takes 400 damage from tonfa/night stick melee weapons per hit, ignores tank defense and cannot be affected by upgrades/skills/buffs)

    Nice story too :) quite explains well where this tank came from.

    My suggestions for the Confiscation ability
    "Confiscation" (Passive)
    If there is one thing this tank remembers is to take away any illegal contraband or weaponry from the suspect. The tank has a 15% chance per claw hit to steal any one of the survivors items at random. This tank cannot take away the M60, pistols and Magnum due to the heavy weight of some of these weapons and the restrictions on what the tank can take away with him.

    My suggestions for the Impersonating a government official ability
    "Impersonating a government official" (Passive)
    The tank is known to have been a member of the SWAT team who hates police batons and SPAS shotguns. This tank takes 15% Bonus damage from those weapons only. He however does target players with these weapons who deal damage over other players due to his higher aggression.

    My suggestions for the Code 10-45d ability
    "Code 10-45d" (Passive)
    When any survivor dies while the SWAT Tank is in play, the SWAT Tank automatically receives an increase of 0.15 in Movement Speed (1.0 -> 1.15) and 0.15 in Attack Speed (1.65 -> 1.50). <Max: 2.5 Movement Speed> <Max: 0.10 Attack Speed>

    My suggestions for the Police Assault in Progress ability
    "Police Assault in Progress" (Passive)
    When the SWAT Tank hits a certain percentage of his maximum HP, he will call out for a special type of reinforcements. All Common Infected that are called are now Riot Infected instead. If these Common Infected cannot be called, 5 Uber Chargers are spawned instead. These Uber Chargers have a 66% Increase in Maximum HP and have a 50% Decrease in Melee Damage Taken.

    My suggestions for the Baton Fury ability
    "Baton Fury" (Passive)
    When the tank has lost half of his Maximum HP, he will resort to using his baton, this baton disables the use of the Police Brutality (Active), it however now grants the tank a 100% Increase in Damage Dealt and his current attack speed with the weapon is increased by 25%.

    My suggestions for the Code 10-00 / Officer Down ability
    "Code 10-00/Officer Down" (Passive)
    When the tank dies a large horde of common infected are spawned in immediately, riot infected will also spawn in alongside them but with half the number of them compared to Common Infected.

    My suggestions for the Restraint ability
    "Restraint" (Active)
    The tank will take twice as long to pick up a large rock shaped handcuff. This rock when thrown will be thrown at 50% Faster Speed and have 50% Further Throw and Attack range. If any survivor is hit by the rock they take 300 damage and get inflicted with the frozen bad status effect for 13 seconds. If any other survivor stands near the frozen survivor for 5 seconds, the survivor will instantly be freed from the trap and no longer be affected by the frozen bad status effect. Cooldown: 40 seconds. Rock Attack Range: 300, Rock Throw Range: 1500

    My suggestions for the Police Brutality ability
    "Police Brutality" (Active)
    The tank will let out a triumphant roar that gives him a 100% increase in damage dealt and a 100% Increase in attack speed for 30 seconds. Cooldown: 60 seconds.

    Let me know the feedback on the suggestions. thanks!
     
  14. This tank is a work in progress thing, these were also thoughts that i'd came up with. anything can be changed about this tank and it will if i have a better mind set about this tank.

    Fullmetal Tank (Tier 2)
    HP: 270000
    Speed: 1.0
    Attack Speed: 0.5
    Damage: 150
    Immunities: Fire, Explosions, Acid, Melee

    [Tank in Tankinfo]
    The Fullmetal Tank was said by survivors to be an enhanced but different looking tank of the Metal Tank.
    This tank was part of a number of escaped tanks that went on a rampage throughout Crash Course. When survivors fought it, it was said to be highly aggressive against those who could take more hits from the infected at times. It proved to be a fearsome tank with its highly powerful metallic swing and electric attack abilities which are highly effective against survivors in close combat. When survivors are said to be far away from the tank, the tank can use electric rocks to stun and aggro on survivors who were to try running away from the tank. The tank can yell out to call fellow metal tanks who have gone on a rampage nearby. The more weaker this tank gets, the stronger its power is with more of a delay in its swings. When this tank has had enough of fighting the survivors it will go full power to destroy every last survivor that ever existed.

    Abilities

    Robotic Aggression (Passive)
    Fullmetal Tank will have higher priority to target Tenacity Buffed survivors over those who are not equipped with the buff, he has 100% increased aggro against these survivors. When the tank's health drops every 16875HP he gets a stackable permanent +10 damage increase on his punches and a decrease of 0.1 attack speed. up to 15 stacks.
    <Max Punch Damage: 300>
    <Max Attack Speed: 2.0>

    The purpose of the Robotic Aggression ability is so that survivors who try to aggro the tank, and think they can easily damage it without any problems are only causing themselves to lose more health than they should be overtime, as the tank damage increases it decreases the survivability and the ability to take on tank punches little by little. It forces them to be careful when aggroing the tank in close combat with its lower HP as the higher damage can eventually overwhelm the survivor who aggros the tank to targeting him.

    Tank Challenger (Passive)
    Fullmetal Tank pierces all defensive buffs and defense boosters whose combined defense percentage is more than 25 and reduces that defense down to 25%. No change is applied if defense percentage is already below 25%.

    The purpose of the Tank Challenge ability is for survivors who think they can tank on damage all day by just being in a corner can't. The tank reduces the defense of survivors so that they are less resistant to the tank's abilities and thus have decreased chances of survival when they thought they could survive a hit, turns out they couldn't.

    Fullmetal Armor (Passive)
    Fullmetal Tank is immune to all fire, explosions, acid and melee from all sources, due to his extremely tough armor which can resist heat, can't be broken down in an explosion, has high resistance to corrosion and melee attacks can't make a dent. Gun attacks however can pierce through this armor easily but can't break it down.

    Metal Rock (Passive)
    Fullmetal Tanks rocks are filled with metal that can explode and produce stunning blasts on impact. If any survivor is successfully hit by a rock throw from this tank, they take 200 damage and are inflicted with the stun bad status effect for 4 seconds.

    The purpose of the Metal Rock ability is to prevent survivors from running far away from the tank if they happen to get out of melee range while being aggroed upon by the tank. It also forces close combat fighting to happen again if the tank can get close enough to that survivor by closing in on him/her.

    Enraged Robot (Passive)
    If 10 minutes have passed since fighting Fullmetal Tank and he is still alive, he goes out of control at the fact that all remaining survivors aren't dead yet. The tank now gains a punch damage increase to 450 with an increase in attack speed to 1.25 and a movement speed increase to 2.5. In addition, his Metallic Swing requires only 8 seconds of cooldown time regardless of conditions and now ignores all defenses (including moustachio bless) on a successful hit. His Electric Impulse now only has half the cooldown time, deals 250 damage and now stuns the survivor for 3 seconds on each hit. Fullmetal Tank now takes 200% additional damage from all attacks while enraged and

    This is a unique tank that tests how well the team can effectively mitigate damage taken across survivors and to deal a lot of damage quickly to the tank. This means that both Defensive and Offensive Buffs on survivors are much of a priority over other ones.

    When the Fullmetal Tank has enraged, the PR message will display this
    [PR] Fullmetal Tank has now enraged! Get outta there!

    Metal Reinforcements (Active)
    Fullmetal Tank will yell out to call a Metal Tank to the field every 60 seconds. These metal tanks take 25% less fire damage, and 25% less bullet damage before applying calculations, they also have the Metallic Swing ability. The ability deals +200% additional tank punch damage to survivors hit and ignores defenses with a cooldown of 6 seconds. Range: 250. The tanks have 30k less HP on spawn and can only aggro one survivor at a time per 15 seconds before changing targets.
    <Aggro unaffected by Minigun>
    <There can't be any more than 2 Metal Tanks out>
    <The ability won't activate if any other tanks other than the Fullmetal Tank are currently in play>

    This is a fullmetal robot tank capable of calling reinforcements. It also gives the tank extra cover from the survivors and forces another defensive buff based survivor to aggro one of the tanks over to him. This is also a test of how well a situation with multiple tanks can be managed so the survivors prioritise damage dealing carefully to make the area work well in their favor.

    Metallic Swing (Active)
    Fullmetal Tank will do an auto-swing by extending his punching tank arm to do a powerful sweeping attack that has extended range. this attack deals +150% additional tank punch damage to survivors hit. Radius: 475. Cooldown: 8 seconds. Cooldown is increased to 12 seconds if there is no survivor within range of the punched survivor. No survivor range: 1000 units.

    This ability is known to be a much harder hitting attack. It tests if the tank is able to effectively tank on this damage being inflicted to them while they are the aggro target and can be healed before he/she takes too much damage that results in death.

    Electric Impulse (Active)
    The tank, after charging for 2 seconds lets out a shocking electrical attack from his body at survivors twice, one per second, each survivor affected takes 50 + 5% of their maximum HP on hit as damage and suffer the stun bad status effect for 1 second (stackable). Cooldown: 30 seconds. Electrical Attack Range: 1000.
    <Metallic Swing can be used, ignoring current cooldown conditions once this ability is used>

    This is a secondary hard hitting ability that affects survivors within a radius, making close combat quite risky in areas where there isn't alot of breathing room around. It also stuns survivors so that if the tank wants to start a close combat fight without taking too much damage, he can do so. This ability can be considered a secondary alternative to when the rocks aren't hitting their mark on survivors.
     
  15. Leaxeaus

    Leaxeaus Junior Member

    Gravity Tank
    The rumored tank is well known as the "black plague". Survivors of this tank shows symptoms of heavy visual impairment and trauma.
    Gravity Stats:

    Health: 150000 (T3?)
    Speed: 1.0
    Attack Speed: 0.5
    Damage: 200
    Immunities: Fire, Acid
    Susceptable: Explosion, Melee*
    • Gravity Abilities
      • Blinds the survivor for 8 seconds when looking at it for a long duration
      • Passively slows survivors nearby the tank.
      • When an incapped survivor is within its range, the time it takes to revive that survivor is dramatically increased, overriding upgrades
      • Eats survivor (Like glutton) , requires shoving for tank to vomit survivors.
      • Heals 50HP from consuming nearby commons
      • Deals 25% less damage when exposed to water.
    • Tactics
      • You can either keep your distance from the tank and use range weapons.
      • Using explosives deals higher damage.
      • Using bile on the tank is a good alternative to smell (spot) the tank while you're blind.
      • The bile on the tank does not wear out.
      • However due to its abilities to consume commons, using bile has it's disadvantages.
    *Since you're blind, and zombies might attack, having a tank which breaks your melee weapon makes this tank impossible to deal with.
     
  16. Gravity Tank (Tier 2)
    HP: 150000
    Speed: 1.0
    Attack Speed: 0.5
    Damage: 200
    Immunities: Fire, Acid
    Weak: Explosion, Melee

    Here are my suggested ideas for the stats and abilities associated with the gravity tank.

    Light Absorption (Passive)
    The tank has a powerful black hole embedded within him that attracts any light nearby by absorbing it into nothingness. Any survivor who looks at the tank will gradually have their ability to see dimmed until they are blind. They are inflicted with the blind bad status effect for 8 seconds upon being fully blind.

    Black Hole Gravity (Passive)
    Since the size of the black hole within the tank is considered to be massive, any survivors within range of the tank are slowed down. The nearer the tank is to the survivors the further the survivors are slowed down. They will suffer a speed decrease of 2% every 75 units. In addition, if any survivor is incapacitated while having the speed decrease, the time taken to revive that survivor is increased by 2 seconds, overriding upgrades.
    <Black Hole Gravity Range: 2000>
    <Black Hole Maximum Speed Decrease: 40%>

    Black Hole Eater (Passive)
    Any common infected that come within range of the black hole are instantly eaten by the tank and give the tank +200HP back for each common infected swallowed.
    <Black Hole Eater Radius: 200>

    Black Hole Weakness (Passive)
    The black hole embedded within the tank leaves the tank weak to explosions, bile, melee and makes him deal less damage when exposed to water. The tank takes 100% additional damage from explosions and takes 200 damage each time he is attacked by a melee strike from a survivor. The bile effect on the tank lasts 6 seconds longer, even though he is still immune to the damage from them. He also deals 25% less damage with his claws to survivors due to the effect of water being swallowed by the black hole, not allowing the tank to use his body well.

    Black Hole Destroyer (Active)
    For 10 seconds, all survivors regardless of where they are stunned and are attempted to be pulled into the tank's black hole as the size is massive increased to beyond the tank's body. The tank has special properties that prevent him from being destroyed itself however. If a survivor is successfully pulled to where the black hole is, the tank will instantly swallow that survivor and trap him. The survivor will die within 60 seconds due to being crushed by the black hole effect within the tank unless survivors can shove him out in time. Survivors have a 6% chance to shove him out by forcing the tank to vomit and release the black hole pressure on that survivor before he dies. Once the survivor gets out however, he/she suffers a 75% decrease in all actions performed for 15 seconds, slowly wearing off. Cooldown: 60 seconds.
    <Limit of survivors swallow able: 8>
    <If the survivor dies, he/she cannot be defibbed for the rest of the round>

     
  17. Heres my feedback/suggestions on the tank that jangster managed to come up with. Been quite busy with forum guides so might as well get this out of the way.

    Robotnik Tank (Tier 2)
    HP: 200000
    Speed: 1.0
    Attack Speed: 2.0
    Damage: 400
    Immunities: Fire, Explosions, Melee
    Weakness: Acid Bullets, Bile

    Abilities

    Armored Plating (Passive)
    Robotnik Tank himself is made out of special armor plating, which can deflect bullets that come nearby the tank. The tank is immune to knockbacks from any CC abilities. He has a 0-20% chance depending on the distance to deflect bullets shot at him, if any bullets are successfully deflected the tank takes no damage from them and can deal 25 True Damage to the attacker whose bullets got deflected. However the tank is considered to be slower than most tanks and can take 25% additional damage from all Acid Bullet attacks that hit the tank. Bile also deals double the normal damage to tanks and has a 25% increased duration in its effect.
    <Deflection Maximum Radius: 2000>

    Heavy Hitter (Passive)
    The tank's fists deal additional damage to the survivors at the cost of his attack speed. His pulverizing fists allow the tank to deal 50% additional damage when attacking downed survivors.

    Feedback: Added in its additional damage dealt to downed survivors

    Self-Repair (Passive)
    After not taking any damage for 10 seconds, the tank will start to regenerate HP at 200 HP/s

    Feedback: Added in its regeneration in numbers

    Extra Ammunition (Passive)
    When the tank goes to throw metal rocks, three of them are thrown instead.
    <The rocks deviate by 3 degrees each from each other>

    Malfunction (Passive)
    When the tank reaches its respective health thresholds to call more infected, it will let out a small explosion that will knockback players and light them on fire.
    This will also light the tank on fire, dealing 400 HP/s to it for 10 seconds. Survivors take 30 HP/s when lit on fire and Tenacity survivors take double damage (60 HP/s) when they are lit on fire.

    Feedback: Added additional information

    Rocket Boots (Active)
    The tank will fire its rockets from its legs, and transform into a rocket charging at a targeted survivor. If the tank hits the targeted survivor he/she receives 300 damage + 0-600 additional damage depending on how far up and away the survivor was launched by the resulting explosion knockback depending on how far the tank charged. While the tank charges, a trail of fire is left behind that deals 30 HP/s to survivors if they stand in it. Cooldown: 45 seconds. The targeted survivor is marked with an orange blinking bacon until the attack is completed or the tank doesn't hit its target after 10 seconds.

    Feedback: Added in damage numbers and cooldown

    Thunder Clap (Active)
    The tank will let out a loud boom after clapping its hands together to bring about a shock wave. This deals 100 damage to nearby surviors, knocking them back and forcing them to drop their primary weapon. These survivors have a 50% chance to take 200 damage and a 5 second stun bad status effect on top of the current attack. Cooldown: 50 seconds.
    <Thunder Clap Attack Radius: 500 units>
    <The survivor can pick up their dropped primary weapon>

    Feedback: Added in cooldown and additional information. Also combined the Static shock ability with this one, since it wouldn't make sense to have two separate abilities that do similar things.

    Survivor Scanner (Active)
    The tank has a scanner built into it's left eye that targets weak players. This includes survivors with low health, downed survivors and near-death survivors. These survivors are scanned with a powerful sweeping blast biled and inflicted with the stun bad status effect for 5 seconds. Cooldown: 40 seconds.

    Missile Barrage (Active)
    The tank will launch missiles from its back. doing 5 missiles in 1 second and then doing another 5 missiles in 5 seconds after the first have been set off. These missiles deal up to 200 damage, leave behind an acid puddle and knock surrounding survivors away. Cooldown: 60 seconds.
    <Missile Radius: 250 units>

    Feedback: Added in additional information and cooldown

    Energy Shield (Active)
    The tank is able to create an orange ring around itself, this energy powered shield is able to reduce damage that the tank and infected take by 30% (Before applying damage calculation) for 60 seconds. Cooldown: 120 seconds.

    Core Burst (Passive)
    After 180 seconds of the tank being spawned, it will start to get very hot from constantly attacking the survivors and will start flashing red. After 30 seconds, it will let out a bomb tank's explosion that kills any nearby survivors and leaves a dangerous fire puddle that deals 300 HP/s True Damage to any survivor who enters it. Survivors who are killed by the bomb tank's explosion from this tank do not become unrevivable.

    Backed up (Passive)
    The tank was programmed to act like a normal tank, which means it tries to eat things. For each Common Infected swallowed by the tank, it will clog up the gears and mechanisms inside the tank, making the tank puke up the food and vomiting on nearby survivors. Cooldown: 15 seconds. Common Infected swallowed by the tank while its vomit is on cooldown increases its chances to vomit again, ignoring current cooldown conditions by 10%

    Mechanisms Powering Down (Passive)
    When the tank dies, it will explode, launching back players and bringing out Dr. Tankus Tank

    Dr. Tankus Tank (Tier 1)
    HP: 100000
    Speed: 2.0
    Attack Speed: 0.5
    Damage: 100
    Immunities: Fire, Acid, Explosions, Melee
    Weakness: none

    Abilities

    Pipsqueak (Passive)
    This tank is very small, unlike other tanks, he deals minimal damage does minimal knockback to survivors. He also cannot throw rocks. But has increased Attack Speed and Movement Speed than other tier 1 tanks.

    Dr. Tankus Prototype (Passive)
    This tank gains the effects of the energy shield permanently, all infected have resistances to fire, acid, explosives and melee.

    Not Smart Enough (Passive)
    Any player who successfully biles the tank will also be biled for double the normal duration.

    Toxic Waste (Active)
    The tank can spawn a barrel filled with extremely toxic waste with a green ring around it. When any survivor enters this ring, the barrel explodes spewing a massive pile of acid onto the afflicted survivor, inflicting him instantly with 50 stacks of corrosion and and any survivor nearby with 5 stacks of corrosion every time they enter the acid. The acid puddle lasts 3 times as long as a spitter's acid.
    Survivors who suffer corrosion will get a permanent reduction on their basic stats for the rest of the round (stacks cannot be removed by corrosion heal clan benefit)
    - 1 Max HP (-10 Max HP for Tenacity Survivors) reduction per stack (Minimum: 20 HP)
    - 4 Incapacitated HP reduction per stack (Minimum: 100 HP)
    - 0.01 Movement Speed reduction per stack (Minimum: 0.90)
    - 0.001 Attack Speed reduction per stack (Endless)
    Cooldown: 60 seconds. The green ring will remain until the ability is activated again, then the previous spawned one will disappear, doing nothing)

    Taser (Active)
    The tank will fire a very powerful electric stun attack at a targeted survivor, that targeted survivor is instantly incapacitated (If the survivor cannot be incapacitated he takes 600 HP True Damage) and will be inflicted with the stun bad status effect for 10 seconds. Cooldown: 30 seconds. Targeted survivor is marked with a yellow beacon for 2 seconds. Electric Stun Attack Radius: 500 units.

    I don't have any tank ideas to think of right now. gonna go back and finish my other forum guide you've all been waiting on.
     
  18. timkit

    timkit MG Donor

    For Summer/Winter when it comes, heres a tank idea to consider thinking about, something that hasn't been thought of in terms of time.

    Chronos Tank (Tier 3)
    HP: 500000
    Speed: 1.40
    Attack Speed: 0.75
    Damage: 150
    Immunities: Fire, Acid, Explosives, Melee

    Ingame the tank's health would look like this
    Tank Health (Chronos): 500000 [0] (Time: 0%)

    Abilities

    Chrono Trigger (Passive)
    Immediately upon the tank's spawn, all survivors within 500 or more units away from the tank suffer a 4% movement speed decrease per second. The maximum movement speed decrease the survivors can receive up to is capped at 40% away from the tank at over 1500 units.

    Fast Timer (Passive)
    While the survivors are battling the tank in normal time. The infected are attacking the survivors in fast time. Due to the nature of this tank having his own faster time speed separate to the survivors, he shares this ability with all infected in the area. All Infected gain a 50% Increase in movement speed and a 20% increase in attack speed, the further away they are from the tank, the less effective it is. Halved on Uber Special Infected. Doesn't apply for the tanks.

    Doom Timer (Passive)
    While the tank is in play, the timer on all of the finale escape timers, the passing, the parish and the cold stream finale timers and the integrity of the car in dead center all decrease by an additional amount as follows
    * 2:00, 2:30 and 3:00 finale escape timers: +0.5 seconds per 1 second counted down.
    * 12:00 destroyer tank summon timer: +1 second per 1 second counted down.
    * Car Integrity: +10 per hit on the car.

    or

    Survivor Death Countdown (Passive)
    After 15 seconds of the tank having spawned, using his magical time powers. The tank will cast the doom spell on 1 randomly chosen survivor for 75 seconds. The doom counter on the survivor cannot be healed off by any means and it counts down at 1 second per second until their death. The death from the effect cannot be prevented by the moustachio bless effect. Once the doom counter on the survivor's head reaches 0, that survivor instantly dies and becomes unrevivable for the rest of the round (permanent death). When the doom spell is not currently active, there is a 15 second wait before the tank casts the doom spell again.

    <If the survivor affected with the doom spell leaves at anytime, that survivor becomes permanently dead, even if they and/or another player joins the server while the tank is still in play>
    <If the survivor affected with the doom spell dies, they retain the doom spell until the doom counter reaches 0, automatically removing their revivable body from the area>

    ... The rest below isn't added to the description, just there as notes to remember.

    If the survivor affected with the doom spell leaves the game at anytime, that survivor is considered permanently dead and other players won't be able to spawn if they join the server. Also if the survivor dies while having the doom spell on him/her, they retain it until it reaches 0, making them unrevivable afterwards (death corpse gets erased).The doom spell to cast on 1 randomly chosen survivor will first chose at random players with the tenacity buff, then the high level players above 200, then all the other players below level 200 at random.

    A [PR] notification for someone having been killed by the doom spell would look something along the lines like this
    [PR] "Player" 's doom counter has reached 0! He has faded away into the rift of time...

    A [PR] notification for someone being affected by the doom spell would look something along the likes like this. They would also have a flashing red glow around them, similar to being incapacitated when their doom counter is less than 30.
    [PR] "Player" was affected with the doom spell by the tank! he has x seconds to live.

    Time Gauge (Passive)
    The tank brings a time gauge with him, it determines when it is time for the tank to use his mighty roar ability. It rises by 4% each second and is increased by 2% every time the tank hits a survivor. Additionally, every time a survivor dies to the tank's doom spell the time gauge rises by 10%.

    Time Desperation (Passive)
    When the tank has less than 20% of his maximum HP remaining, or the tank fight has gone on with 10 minutes or more into the fight he will start becoming more dangerous as time passes. The tank gains +25 punch damage for every 30 seconds that pass, maximum punch damage becomes capped at 600. Additionally the doom spell applied to survivors now has the doom counter counting down twice as fast with 2 seconds taken off for every 1 second in real time.
    With the Mighty Roar ability, the tank loses the ability to use the Faster Countdown and into the past active.

    or

    Doom Desperation (Passive)
    When the tank reaches 5000 HP, he goes into desperation mode for 120 seconds. During this time his punch damage increases by +10 every second, his attack speed is increased from 0.75 to 0.25 and his attack speed gets doubled. The rate at which the time gauge ability charges is doubled and the doom counter of the doom spell goes down by 4 seconds for every 1 second in real time.

    Mighty Roar (Active)
    The tank lets out a powerful lion's like roar for 2 seconds, this instantly stuns all the survivors alive for 6 seconds. During this time any of the timers going on any of the more serious status effects are stopped for the duration of the stun effect. If the survivor affected with the stun already is still stunned at the time of the roar, the time remaining is added on by +6 seconds.
    <The following active abilities under this one can activate at random immediately after the tank has stunned the survivors>
    <Serious Status Effects Include: Mutation, Curse, Intense Bleeding, Frozen, Heart Splitter, Irradiated, Confused, Dazed>

    The [PR] Notification for when tank uses an active ability from his Mighty Roar ability
    [QUICKSILVER PAIN]
    [ROAR OF TIME]
    [FASTER COUNTDOWN]
    [INTO THE PAST]
    [BAD TIMING]

    Quicksilver Pain (Active)
    While the survivors are stunned, the tank can activate this ability to make the survivors feel the life sucking out of them very quickly through the power of punishment by time. All nearby survivors take 2.5% of their maximum HP true damage per half second for 4 seconds. Range: 1000 units.

    Roar of Time (Active)
    The tank will stop to prepare a powerful beam, charging for 3 seconds, and then fires it infront of him. Any survivors in front and off to the side take up to 600 true damage from the tank depending on how close they were to him, down to a minimum of 400 true damage. Beam Damage Range: 625 units.

    Faster Countdown (Active)
    The tank will pump up his arms into the air to initiate a time spell on the current survivor under the doom spell.
    This time spell reduces the current time remaining on the doom spell by 20 seconds and that survivor is now marked for death. That survivor who is marked for death gets a 20% Increase in all actions performed but all nearby infected will automatically aggro to the survivor, excluding the tank.

    Into the past (Active)
    The tank will teleport away to any survivor that isn't in nearby range and becomes invulnerable for 10 seconds. The tank also regenerates his health equal to the total damage done to him and the survivors over the past 15 seconds. Maximum amount of health regenerated per use: 10000.

    Bad Timing (Active)
    The tank will emit a purple aura around him that slows down the actions of all survivors by 20%, except for the person affected with the doom spell. The tank then gets an increase in attack speed by 15% for 10 seconds.

    None of the tanks in mgftw have any theme of time nor do any tank ideas yet. This deserves a mention as the first tank idea for having the theme of time.

    Feel free to give feedback.
     
    Last edited: Apr 27, 2017
    jrng0403 likes this.
  19. timkit

    timkit MG Donor

    Remember Choochoo's idea for a tank with paranoia + poison? Add Corrosive Tank to that and you get a tank that could be considered as 1 idea for Summer/Winter

    Toxic Mutant Tank (Tier 3)
    HP: 450000
    Speed: 1.35
    Hit Interval: 1.0
    Damage: 50HP
    Blocks: Fire, Acid, Melee

    Ingame the tank's health would look like this
    Tank Health (Toxic Mutant): 450000 [0]

    This tank is extremely toxic with it's acid of a corrosive nature. You should not allow this tank to inject the poison into your system as the effects get more worse overtime. It is also known for having the strong arms to be able to launch survivors by more powerful earthquakes, which are less powerful than Knight Tank's earthquakes.

    Abilities

    Marked for Poison (Passive)
    Whenever the tank hits any survivor, he/she is marked with a green outline, increasing their chances of being inflicted with the poison bad status effect by double the normal chance. The effect lasts for 30 seconds and cannot be activated again on the survivor until 15 seconds have passed after the green outline has weared off.

    Poisonous Spores (Passive)
    Deals 1% of the survivors current HP as damage to nearby survivors. The more damage the survivors receive, the higher the chance to get poisoned for 15 seconds. Minimum Damage Dealt: 10.

    Poisonous Claws (Passive)
    Instantly poisons survivors upon a claw hit for 8 seconds.

    Acid Claws (Passive)
    After a hit with its claws, the tank will soak survivor with acid and will periodically expose them for 6 seconds. Dealing 10 damage each second for 6 seconds.

    Power Earthquake (Passive)
    The tank's punch on any incapacitated survivors will generate powerful earthquakes that will launch survivors a fair height and distance into the air and away.

    Corrosion (Passive)
    Each time the survivors are exposed to the tank's acid (damaged by it) their body parts will slowly begin to decay. Survivors will suffer a loss on their basic statistics
    -1HP of max HP lost for the round (Min HP: 20)
    -4HP of max incap HP lost for the round (Min: 100 HP)
    -0.01 speed lost for the round (Min: 0.95)
    -0.03 melee swing speed is lost for the round (Endless)

    Acid Rock (Passive)
    The rock can explode and will leave a trace of acid.

    Spilled Acid (Passive)
    Every time a survivor is not moving or is walking, they will drop an acid puddle below their feet in 10 seconds. Effect won't work on incapacitated survivors that aren't moving.

    Toxic Sentence (Passive)
    The tank will focus down poison inflicted survivors if they have been affected by poison bad status effect within the last 60 seconds, targeting survivors who have the lowest duration remaining on the poison bad status effect. Assuming normal aggro condition when all survivors are affected by the poison bad status effect at once.

    Extreme Toxification (Active)
    Every 90 seconds into the fight, the tank will activate a very powerful poison mutant inside the survivors. This increases the power of the poison bad status effect as follows. Effect lasts until the tank is dead or the survivors have wiped.
    Poison Bad Status Effect
    Min Damage: 3 -> +3 -> 6
    Max Damage: 15 -> +15 -> 30

    Chaotic Corrosive Poisonous Grounds (Active)
    The tank will initiate a 3 second countdown before making the ground toxic and activating Acid Hell (Acid under all survivor's feet where ever the survivor is) for 10 seconds. Additionally, all survivors are now inflicted with the poison bad status effect for 30 seconds. Cooldown: 60 seconds.
     
  20. timkit

    timkit MG Donor

    Made some changes to Toxic Mutant Tank (Tier 3)

    = Changed the following with the below abilities
    Marked for Poison (Passive)
    Whenever the tank hits any survivor, he/she is marked with a green outline, increasing their chances of being inflicted with the poison bad status effect by double the normal chance. The effect lasts for 30 seconds and cannot be activated again on the survivor until 15 seconds have passed after the green outline has weared off.

    Changed to

    Marked for Poison (Passive)
    Whenever the tank hits any survivor, he/she is marked with a green outline, increasing their chances of being inflicted with the poison bad status effect by 25%. Getting hit again increases the chance to be inflicted by the poison bad status effect by 25% each time (25% -> 50% -> 75% -> 100% and so on). Each stack of Marked for Poison lasts for 6 seconds. Maximum: 400%. Once the survivor has been inflicted with poison, that survivor cannot receive anymore Marked for Poison stacks until 15 seconds after the poison bad status effect has worn off.

    Poisonous Spores (Passive)
    Deals 1% of the survivors current HP as damage to nearby survivors. The more damage the survivors receive, the higher the chance to get poisoned for 15 seconds. Minimum Damage Dealt: 10.

    Changed to

    Poisonous Spores (Passive)
    Deals 0.5% of the survivors current HP as damage to nearby survivors. The more damage the survivors receive, the higher the chance to get poisoned for 15 seconds. Minimum Damage Dealt: 5.

    Poisonous Claws (Passive)
    Instantly poisons survivors upon a claw hit for 8 seconds.

    Changed to

    Poisonous Claws (Passive)
    The tank has a 4% chance with his claws on hit to poison any punched survivors on hit for 15 seconds. The survivor cannot be inflicted with poison for 5 seconds after the effect has worn off.

    Spilled Acid (Passive)
    Every time a survivor is not moving or is walking, they will drop an acid puddle below their feet in 10 seconds. Effect won't work on incapacitated survivors that aren't moving.

    Changed to

    Spilled Acid (Passive)
    Every time a survivor is not moving or is walking, they will drop an acid puddle below their feet in 15 seconds. Effect won't work on incapacitated survivors that aren't moving.

    Corrosion (Passive)
    Each time the survivors are exposed to the tank's acid (damaged by it) their body parts will slowly begin to decay. Survivors will suffer a loss on their basic statistics
    -1HP of max HP lost for the round (Min HP: 20)
    -4HP of max incap HP lost for the round (Min: 100 HP)
    -0.01 speed lost for the round (Min: 0.95)
    -0.03 melee swing speed is lost for the round (Endless)

    Changed to

    Enhanced Corrosion (Passive)
    Each time the survivors are exposed to the tank's acid (damaged by it) their body parts will slowly begin to decay. Survivors will suffer a loss on their basic statistics
    -2.5HP of max HP lost for the round (Min HP: 20)
    -6HP of max incap HP lost for the round (Min: 100 HP)
    -0.1% defense in bonus, buff and 0.01 in decrease lost for the round (Defense can go into negative values,
    eventually causing you to take more damage from attacks permanently for the round)
    -0.01% speed lost for the round (Min: 80% of movement speed)
    -0.01% melee swing speed is lost for the round (Min: 50% Attack Speed with all melee weapons)
    -0.01 seconds increased on action time for the round (Maximum: 200% of original action time)
    Survivors will eventually lose the buff effects of those that unlock things to be used from the !buy menu after
    reaching 500 corrosion stacks (similar to being afflicted with Mutation bad status effect)

    Added in two new passive abilities

    Burning Pain (Passive)
    The acid from Acid Rock, Spilled Acid and Acid Hell will deal double the normal damage that a spitter deals to survivors hit. This damage is quadrupled when the survivor is hit while under the effect of the poison bad status effect.

    Poison Shield (Passive)
    While the tank is aggro'd onto any survivor for more than 5 seconds, the tank starts to take 1% reduced damage every second (Maximum Defense: 90%). The effect is reset if the tank aggro's someone else by any means

    and removed one passive ability

    Toxic Sentence (Passive)
    The tank will focus down poison inflicted survivors if they have been affected by poison bad status effect within the last 60 seconds, targeting survivors who have the lowest duration remaining on the poison bad status effect. Assuming normal aggro condition when all survivors are affected by the poison bad status effect at once.

    Changed the name of one ability

    Chaotic Corrosive Poisonous Grounds (Active)
    The tank will initiate a 3 second countdown before making the ground toxic and activating Acid Hell (Acid under all survivor's feet where ever the survivor is) for 10 seconds. Additionally, all survivors are now inflicted with the poison bad status effect for 30 seconds. Cooldown: 60 seconds.

    to

    Toxic Acid Hell (Active)
    The tank will initiate a 3 second countdown before making the ground toxic and activating Acid Hell (Acid under all survivor's feet where ever the survivor is) for 10 seconds. Additionally, all survivors are now inflicted with the poison bad status effect for 30 seconds. Cooldown: 60 seconds.

    The tank's currrent stats and abilities (note: stats weren't changed)

    Toxic Mutant Tank (Tier 3)
    HP: 450000
    Speed: 1.35
    Hit Interval: 1.0
    Damage: 50HP
    Blocks: Fire, Acid, Melee

    Abilities

    Marked for Poison (Passive)
    Whenever the tank hits any survivor, he/she is marked with a green outline, increasing their chances of being inflicted with the poison bad status effect by 25%. Getting hit again increases the chance to be inflicted by the poison bad status effect by 25% each time (25% -> 50% -> 75% -> 100% and so on). Each stack of Marked for Poison lasts for 6 seconds. Maximum: 400%. Once the survivor has been inflicted with poison, that survivor cannot receive anymore Marked for Poison stacks until 15 seconds after the poison bad status effect has worn off.

    Poison Shield (Passive)
    While the tank is aggro'd onto any survivor for more than 5 seconds, the tank starts to take 1% reduced damage every second (Maximum Defense: 90%). The effect is reset if the tank aggro's someone else by any means

    Poisonous Spores (Passive)
    Deals 0.5% of the survivors current HP as damage to nearby survivors. The more damage the survivors receive, the higher the chance to get poisoned for 15 seconds. Minimum Damage Dealt: 5.

    Poisonous Claws (Passive)
    The tank has a 4% chance with his claws on hit to poison any punched survivors on hit for 15 seconds. The survivor cannot be inflicted with poison for 5 seconds after the effect has worn off.

    Acid Claws (Passive)
    After a hit with its claws, the tank will soak survivor with acid and will periodically expose them for 6 seconds. Dealing 10 damage each second for 6 seconds.

    Burning Pain (Passive)
    The acid from Acid Rock, Spilled Acid and Acid Hell will deal double the normal damage that a spitter deals to survivors hit. This damage is quadrupled when the survivor is hit while under the effect of the poison bad status effect.

    Acid Rock (Passive)
    The rock can explode and will leave a trace of acid.

    Spilled Acid (Passive)
    Every time a survivor is not moving or is walking, they will drop an acid puddle below their feet in 15 seconds. Effect won't work on incapacitated survivors that aren't moving.

    Enhanced Corrosion (Passive)
    Each time the survivors are exposed to the tank's acid (damaged by it) their body parts will slowly begin to decay. Survivors will suffer a loss on their basic statistics
    -2.5HP of max HP lost for the round (Min HP: 20)
    -6HP of max incap HP lost for the round (Min: 100 HP)
    -0.1% defense in bonus, buff and 0.01 in decrease lost for the round (Defense can go into negative values,
    eventually causing you to take more damage from attacks permanently for the round)
    -0.01% speed lost for the round (Min: 80% of movement speed)
    -0.01% melee swing speed is lost for the round (Min: 50% Attack Speed with all melee weapons)
    -0.01 seconds increased on action time for the round (Maximum: 200% of original action time)
    Survivors will eventually lose the buff effects of those that unlock things to be used from the !buy menu after
    reaching 500 corrosion stacks (similar to being afflicted with Mutation bad status effect)

    Extreme Toxification (Active)
    Every 90 seconds into the fight, the tank will activate a very powerful poison mutant inside the survivors. This increases the power of the poison bad status effect as follows. Effect lasts until the tank is dead or the survivors have wiped.
    Poison Bad Status Effect
    Min Damage: 3 -> +3 -> 6
    Max Damage: 15 -> +15 -> 30

    Toxic Acid Hell (Active)
    The tank will initiate a 3 second countdown before making the ground toxic and activating Acid Hell (Acid under all survivor's feet where ever the survivor is) for 10 seconds. Additionally, all survivors are now inflicted with the poison bad status effect for 30 seconds. Cooldown: 60 seconds.
     
    Vanz likes this.