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HonorCodes Idea: New Tanks based off any minecraft mob (Version 10)

Discussion in 'Game Server Ideas' started by timkit, May 6, 2016.

  1. timkit

    timkit MG Donor

    If you could combine any tank from l4d2 and any mob from minecraft, who would you choose and why?

    HonorCode is looking for tank suggestions based off the mobs from minecraft..., post here if you have any!

    Hey guys! HonorCode needs some ideas for any tanks you can come up with that involve any mob from minecraft (try to make its abilities unique if you possibly can). These are the things that a special tank in MGftw needs when you do up the ideas.
    It's Health (Lowest T1: 10000) (Highest T1: 75000) (Average T1: 48666) (Lowest T2: 100000) (Highest T2: 280000) (Average T2: 201000) (Lowest T3: 305000) (Highest T3: 400000) (Average T3: 342500)
    It's Punch Damage (Lowest T1: 50) (Highest T1: 300) (Average T1: 103) (Lowest T2: 45) (Highest T2: 400)
    (Average T2: 137) (Lowest T3: 40) (Highest T3: 400) (Average T3: 197)
    It's Speed (Lowest T1: 1.0) (Highest T1: 5.0) (Average T1: 1.65) (Lowest T2: 1.4) (Highest T2: 1.8) (Average T2: 1.63)
    (Lowest T3: 1.35) (Highest T3: 1.7) (Average T3: 1.56)
    It's Attack Speed (Lowest T1: 2.0) (Highest T1: 0.2) (Average T1: 1.12) (Lowest T2: 1.5) (Highest T2: 0.5)
    (Average T2: 1.11) (Lowest T3: 1.5) (Highest T3: 0.2) (Average T3: 1.05)
    It's Immunities if any
    and its Abilities (be sure to note if any of these abilities are PASSIVE)



    I'll start off first. oh and btw, if your looking for the minecraft mobs. the link is down below! (Decided to put the link at the top now)

    http://minecraft.gamepedia.com/Mob

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    1. Creeper Tank (Tier 2)
    HP: 175000
    DAMAGE: 100 (Nearby Survivors Take up to 50 true explosion damage, range: 250, explosion happens on punch)
    Speed: 1.0
    Attack Speed: 1.0
    Immunities: fire, explosions, melee* (Immune to melees while the buff "Demolition Shield" is not active on tank)

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    "Explosion Immunity" (Passive)
    The Creeper Tank is immune to damage from all types of explosions including its own

    "Demolition Block" (Passive)
    The Creeper Tank will force everyone to melee him while blocking gun attacks, The Creeper Tank will gain a green glow around him that reduces the damage of all gun attacks to zero. this green glow is known as the "Demolition Shield" buff and the tank can gain this buff through damaging the survivors with his explosion abilities (not explosion punches). The health of the "Demolition Shield" at a minimum will be 500 and its the health that survivors need to take off in order to disable the "Demolition Shield" Buff. While the buff "Demolition Shield" is active, the cooldown of the Creeper Tank's ability "teleport" is reduced by 50%. Also the Creeper Tank's "Demolition Shield" HP prevents his current health from being changed until the "Demolition Shield" HP is 0. Melees versus the tank while the "Demolition Shield" buff is active will deal 250 damage to the "Demolition Shield" each (This damage cannot be boosted by upgrades/skills/buffs and is not affected by tank resistances).

    "teleport"
    The Creeper Tank can teleport to a random survivor (nearest in finale), cooldown: 20 seconds

    "Ka-boom"
    Whenever the Creeper Tank goes up to a survivor or stops, he will hiss for at least 1-1.5 seconds before exploding, the explosion will deal 25-500 damage depending on how far away the survivor is, cooldown: 25 seconds, range: 350, survivors killed by the explosion become undefibbable for the rest of the current chapter.

    "charged"
    for the next use of the "Ka-boom" ability, the Creeper Tank will become charged with a blue aura surrounding himself. This blue aura allows the Creeper Tank's "Ka-boom" ability to deal double the normal explosion damage (50-1000) plus a stun debuff to all survivors in range for 4 seconds (stun range: 375), Explosion Range: 750, cooldown: 50 seconds.

    "Acceleration Bomb"
    The Creeper Tank will plant a bomb on all survivors and force them to stop moving. After the first second has passed, the bomb will start counting down from 15 seconds and then explode when the timer reaches 0. All survivors are then dealt true explosion damage equal to the number of units moved/5 for the 15 seconds that passed. This ability has no effect on the "Demolition Block" (Passive) ability, Explosion Range: 500, cooldown: 60 seconds.

    NOTE: The name of this tank literally does NOT mean anything to do with the witch in L4D2 just to be clear!

    Witch Tank (Tier 1)
    HP: 45000
    Damage: 75
    Speed: 1.0
    Attack Speed: 1.5
    Immunities: melee

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    "Resistant body" (Passive)
    The Witch Tank takes 80% reduced damage from Fire, Acid and Explosion Attacks. The tank also takes 15% reduced damage when survivors attack it using any buff that increases damage.

    "Potion of Harming"
    The Witch Tank will use a potion of harming and throw it at targeted survivors. Survivors hit by this potion take 150 true damage, Radius: 500, Cooldown: 30 seconds.

    "Potion of Slowness" The Witch Tank will use a potion of slowness and throw it at targeted survivors. Survivors hit by this potion take 50 true damage, lose 25% of their movement speed (2.5% regeneration per second for 10 seconds), Radius: 500, Cooldown: 30 seconds.

    "Potion of Poison"
    The Witch Tank will use a potion of poison and throw it at targeted survivors. Survivors hit by this potion take 50 true damage and will be inflicted with the poison debuff for 10 seconds, Radius: 500, Cooldown: 30 seconds.

    Version changes are in the below posts.

    Put your suggestions down for your idea of a tank + minecraft mob = minecraft mob tank below! Thanks guys! Note: you don't have to do just minecraft mob tank ideas, you can do any :)
     
  2. ChooChoo

    ChooChoo Head Administrator Staff Member

    Do what Candy Crush did. Take two things and combine them. :D

    Say, combine a Paranoia Tank with a Poisonous Tank for example. ENDLESS COMBOS!
     
  3. xD, yes choochoo, it would be impossible to get out a endless combo tank if he got you into a corner :P
     
  4. SharkTooth

    SharkTooth Junior Member


    I'll start off 2nd :p

    Wolf Tank
    HP: 150 000 hp

    DAMAGE: Deal 50 damage . When in "Enraged" deal 150 damage.

    Speed: 0.9 base speed. When "Enraged" 1.4

    Attack Speed: 0.6 Attack speed. When "Enraged" 1.0

    Immunities: No immunities
    ======================================================================
    Passive : On the Hunt (Passive)

    The tank start off with a low stat line when it got spawned.
    This passive triggers when the first player hits the tank.


    The first player that hits the tank will receive a "Hunt" mark. Similiar to incapitated sentence and frozen sentence.

    The wolf tank would chase the player it hits no matter from what source (bile , moltov , minigun or pipe bombs.)

    The tank will chase the player until the player is killed not incapacitated .

    The passive would be on cooldown for 20 seconds till the next players hits the wolf tank.

    ======================================================================

    Active : Enrage/Beserker.

    This active triggers when the tank hits 50% of its maximum health.

    This increases its stats line ( attack speed , speed , attack ) but not health points.

    The active is permanent until it regains above 50% of its health or slain.

    =======================================================================

    Active : Call of the Pack.

    The wolf tank calls out to its fellow wolves. Summoning wolf pups

    The wolf tank spawns in 1 to 3 wolf pups tank alongside with it.

    These pups have 1/3 overall stats to the Main Wolf tank.

    Pups share the Enrage Active.But the active is used based on their individual health.

    On the hunt is shared among the Wolf Tank and Wolf Pups. Meaning it will target the same player who hits the Wolf Tank.

    ==========================================================================


    Lastly this is a mechanic i want to put across. Not sure it is realistic though.

    Upon slaying the wolf tank. The wolf tank has 50% chance to be "tamed".

    Similar to the charger tank. The Wolf tank will follow the player.

    The player gets a temporary buff : "Wolf Tank"

    The player could get this buff upon dealing the last blow to the wolf tank .


    Tamed Wolf tanks has 1/2 of the original's stats.

    It can be used only once and only in that specific campaign.

    ====================================================================

    Here is my suggestion :P hope it is balanced.




     

  5. Feedback on the Wolf Tank...

    Nice Idea you got there, I will first off start with the good things.

    Good Things
    - Nice ability with the enrage/beserker (and the fact that it also applies to the pup tanks)
    - Good use of the reinforcements ability "Call of the Pack" however... (see questions)
    - Like the mechanic

    Things I think could be improved on
    - No Cooldown on the ability "Call of the Pack" and No Wolf Tank Spawn Radius (If you are able to suggest these, that would be great... thanks! :) )
    - With the Attack Speed, do you mean increase the tanks attack speed on enrage? if so it would be lower than 0.6 (according to !tankinfo)
    - On the Hunt (Passive) Could have an active time before the prey marker wears off (60 or 120 seconds before tank changes targets) and perhaps give it a longer cooldown (20 -> 30 seconds) but thats just IMO (I really dont mind with the cooldown, just a suggestion)

    Questions
    - With "Call of the Pack" Do the wolves have exactly 1/3 of the tanks main health? (might be a bit too much then) or is that health lower then say 20000 hp?
    - is the Enrage/Beserker Active considered a passive to you by any chance? (asking because the ability to me is a passive since it doesn't have a cooldown :P)
    - How much health would the Tamed wolf tank have if you were able to use it as a temporary buff "Wolf Tank"?
    - Will there be a change to the Tamed Wolf Tank's spawnability? i.e spawnable in that current campaign or in that current map only?

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    Now for my idea of a 3rd minecraft mob tank...

    Zombified Tank (Tier 3)
    HP: 330000
    Damage: 125 (250 on enrage) (200 on incapitation hit) (400 on enrage incapitation hit)
    Speed: 1.0 (1.2 on enrage)
    Attack Speed: 1.0 (0.8 on enrage)
    Immunities: Acid, Fire, Explosion, Melee


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    Abilities

    "Spawning Pool" (Passive)
    The CI that spawn during cresendo, gauntlet events, or whenever Zombified Tank's ability "Summon Hordes" is active spawn near the tank. Radius: 500

    "Vomit Immunity" (Passive)
    Zombified Tank is immune to the effects of vomit jar

    "Vomit Sentence" (Passive)
    Zombified Tank will ignore ALL other targets and will focus down vomited survivors (this ability is immune to being bypassed by minigun users)

    "Special Delivery"
    There will be at random (16.66% chance per Special infected) a chance for to be more than 1 special infected of a particular type spawned (be it hunter, boomer, smoker, spitter, charger or jockey), Special Delivery Duration: 60 seconds,
    cooldown: 120 seconds

    "Reinforcements"
    Zombified Tank will do a mutated horde call that will summon a mega horde (50 Common Infected) from the spawning pool, cooldown: 15 seconds

    "Regeneration" (Passive)
    Zombified Tank will regenerate 0.5% of his health every 30 seconds (Regeneration Ability can't be interrupted)

    "Dark Bile Attack" (Passive)
    Zombified Tank will inflict on-punch and on rock throw hit a survivor with blinding bile for 5 seconds, the same survivor can't be inflicted again for 30 seconds

    "Group Attack" (Passive)
    The Damage that CI deal to the survivors is increased by 100%, range: 1000

    "Tank Vomit"
    The Zombified Tank will vomit on nearby survivors for 15 seconds, cooldown: 45 seconds, range: 250

    "Green Flu Infliction" (Passive)
    The Zombified Tank will have a 1% chance per punch to inflict a punched survivor with the Green Flu Virus Debuff for 60 seconds (a green glow will appear on the survivor when the zombified tank successfully inflicts the Green Flu Virus Debuff on that target). If the survivor gets killed while they have the
    Green Flu Virus Debuff, they will instantly turn into an infected and are considered to be permanently dead for the rest of the chapter.

    "Call of Boomer"
    The Zombified Tank will call 4 boomers to the field, at least one boomer is a "leaker" instead. These Boomers unlike normal boomers have a 900% increase in maximum health (50 -> 500), a 100% increase in movement speed and claw damage (20 -> 40). The leaker has a 150% increase in his explosion damage dealt to all survivors and has a 100% increase in his explosion radius. The boomers also have a 75% cooldown decrease on their vomit ability. Boomer Spawn Range: 500, cooldown: 60 seconds (there can be up to 4 boomers at a time, and if the ability "Call of Boomers" is activated again while at least 1 boomer is alive, a number of boomers equal to the number of dead boomers summoned by the same ability are called again)

    "Powerhouse Zombies" (Passive)
    When the Zombified Tank's health drops below 25% of his maximum health (82500), the damage that the tank deals is now increased by 100%, his movement speed increases by 0.25 (1.0 -> 1.25) and his attack speed is increased by 0.1
    (1.0 -> 0.9). In addition, the CI have their damage increased by 200% (from their original 25 damage) and the tank's cooldowns on all of his moves are decreased by 25%. (Lasts until Zombified Tank dies or Zombified Tank regenerates past 82500 hp for at least 30 seconds afterwards)

    When the Zombified Tank has Powerhouse Zombies active a PR message will occur saying this
    [PR] The Zombified Tank has become more powerful with the Common Infected, GOOD LUCK!
     
  6. ChooChoo

    ChooChoo Head Administrator Staff Member

    Endless combos is another way of saying "Many types of tank combos." "Ice+Speedy" is one combo. "Bomb+Corrosive" is another combo.

    Of course there would be limits as to what combos could be done, (Shaman+Hunter=Nope).


    But imagine a Mixed Tank (Assassin+Duelist) combo. Suddenly, you got a deadly tank that forces you to get in its face, but one punch is deadly too.
     
  7. Yes, Choochoo. There are many types of tank combos that do exist in mgftw that do work against the survivors. Another mixed tank that I would come up with is (Poison+Corrosive+Pestilent) combo. Now you definitely have a very good reason to stay away from the tank at all times! A slow combo that I have came up with would be (Ice + Electric). When you combine the slows of the two tanks together, it gets very hard for the survivors to escape from a corner if they do get trapped in one.

    here is a 4th idea for a minecraft mob tank. This tank is based off the ender dragon mob. Might as well make this tank a VS tank as well.

    Gravity Dragon Tank (Tier 2)
    HP: 150000 (50000 in VS)
    Damage: 150 (75 in VS)
    Speed: 1.5 (1.25 in VS)
    Attack Speed: 1.5 (1.0 in VS)
    Immunities: Fire, Explosives, Melee

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    Planned Abilities
    "Intensified Gravity" (PASSIVE)
    The Fall damage that survivors take from falling is now increased by 200%

    "Levitating Punch" (PASSIVE)
    All Punch attacks that the Gravity Dragon Tank does against survivors will send them flying 100% (50% in VS) higher and 50% (20% in VS) further. The survivor also gets inflicted with the levitation debuff for 3 (1 second in VS) seconds.

    "Purple Power" (PASSIVE)
    The Gravity Dragon Tank has a purple aura around itself which enhances the power of boomer's bitchslaps by 25% (10% in VS) and charger's knockback effect by 50% (25% in VS), range: 1000

    "Dragon Charge"
    The Gravity Dragon Tank will fly vertically upwards into the air and then charge towards a random survivor. If the tank touches the survivor, the survivor is dealt 300 (100 in VS) damage and will be knockbacked into the air a fair distance away. the survivor gets inflicted with the levitation debuff for 5 seconds (2 seconds in VS) when hit. cooldown: 30 seconds, knockback range: 750 (500 in VS), hit radius: 250

    "Dragon Acid"
    The Gravity Dragon Tank will shoot 5 lots of acid puddles at randomly targeted survivors from the tanks current location. These acid puddles can deal up to a maximum of 30 hp/s on any 1 survivor while he/she is inside the puddle, Acid Puddle time: 10 seconds, Acid Puddle Radius: 500, cooldown: 40 seconds

    "Fireball Attack"
    The Gravity Dragon Tank will shoot 10 fireballs at targeted survivors, indicated by purple glows on the survivors. These survivors get dealt 100 (75 in VS) true damage for each fireball that hits them and place a molotov fire where the survivor is hit. active charge time: 3 seconds, fireball rate: 1 fireball per second, molotov fire damage: 25 hp/s (10 hp/s in VS), molotov fire radius: 500, molotov fire duration: 10 seconds, fireball range: 2000 (1500 in VS), cooldown: 60 seconds

    "Ender Shield"
    The Gravity Dragon Tank will stop where he is and gather endermen bodies around his body to block the damage dealt. The Gravity Dragon Tank is stunned for 11 seconds while he blocks 100% of all damage dealt to the tank for 10 seconds. during this time, the Gravity Dragon Tank's abilities cannot be activated. cooldown: 70 seconds

    Please let me know what you think of this tank!, thanks for reading! :D
     

  8. The Following Changes have been made to creeper tank...
    Old
    DAMAGE: 100 (up to 50% of the damage dealt becomes explosion damage to nearby survivors)
    New
    DAMAGE: 100 (Nearby Survivors Take up to 50 true explosion damage, range: 250, explosion happens on punch)

    -Added in the ability "Creeper Mines"

    "Creeper Mines"
    The Creeper Tank is able to drop a creeper skinned c4 box where it currently was. It can drop up to 3 creeper skinned c4 boxes with a delay of 5 seconds for the additional creeper skinned c4 boxes each. The creeper skinned c4 boxes will have a timer of 30 seconds before exploding. Upon exploding, they deal up to 50% of the survivors maximum health as true explosion damage and launch them a fair distance away. C4 Explosion range: 700, C4 Bacon Beep Range: 250.
    Survivors Killed by the ability "Creeper Mines" cannot be defibbed for the rest of the current chapter. Cooldown: 120 seconds. Cooldown starts after 10 seconds have passed for the Creeper Tank to place down another c4 box, or 3 c4 boxes have been placed down.

    + Changes with the "Ka-boom" ability
    -Increased the cooldown of the ability "Ka-boom" by 5 seconds
    -Increased the explosion radius of the ability "Ka-boom" by 100 (250 -> 350)

    Let me know your thoughts about this ability for the creeper tank minecraft mob tank idea :)
     


  9. The Following changes have been made to several tanks.
    - Zombified Tank (Tier 3)
    - Gravity Dragon Tank (Tier 2)

    - Zombified Tank (Tier 3)

    -Decreased the damage of Zombified Tank punch and rock throw attacks done towards survivors by 25
    OLD
    Damage: 125 (250 on enrage) (200 on incapitation hit) (400 on enrage incapitation hit)
    NEW
    Damage: 100

    Note that the incapitation damage done by the Zombified Tank is the same as his damage dealt to alive survivors.
    Note that there is no enrage damage done since 1 ability is going to be changed

    -Adjusted the Tank's Speed to be slightly faster then the survivors speed at maximum upgrade
    OLD
    Speed: 1.0 (1.2 on enrage)
    NEW
    Speed: 1.25

    Note that there is no enrage movement speed since 1 ability is going to be changed

    -The Tank's attack speed remains the same, however there is a change to its text.
    OLD
    Attack Speed: 1.0 (0.8 on enrage)
    NEW
    Attack Speed: 1.0

    Note that there is no enrage attack speed since 1 ability is going to be changed.

    - Removed the ability "spawning Pool"

    - Made the following changes to the ability "Vomited Sentence"

    OLD
    "Vomited Sentence" (Passive)
    Zombified Tank will ignore ALL other targets and will focus down vomited survivors (this ability is immune to being bypassed by minigun users)
    NEW
    "Killing Sentence" (Passive)
    Zombified Tank will ignore ALL other targets and will focus down vomited and incapitated survivors (this ability is immune to being bypassed by minigun users)

    - Removed the ability "Special Delivery"

    - Removed the ability "Reinforcements"

    - Removed the ability "Group Attack"

    - Removed the ability "Powerhouse Zombies"

    - Added in the following abilities

    "Zombie roar"
    Zombified Tank will make the survivors be fearful of the infected by scaring them causing them to scream. He inflicts nearby survivors with fear of infection debuff. This debuff decreases their damage done to all infected by 25% and increases their damage taken from the infected by 100%, they also has a 25% movement speed reduction for 30 seconds, cooldown: 90 seconds

    "Call of the feast" (Passive)
    While the Zombified Tank is in play, half of the maximum amount of spawnable special infected are boomers.

    "Infected Desperation" (Passive)
    The Zombified Tank will gain "Infected Rage" stacks for every incapitation and kill made by the Common Infected or by the tank. Per stack, Zombified Tank gains an increase of 1 damage per stack. The tank gains 1 stack for every incapitation done by him and the common infected while he gains 5 stacks for every kill done by him and the common infected. after 200 stacks have been reached by the Zombified Tank, the tank will get an additional increase in damage done to survivors by 200 (300 -> 500). the tank's movement speed will increase to 2.0. the tank's attack speed will increase to 0.5 (1 hit per 0.5 seconds)

    "Armored Resistance" (Passive)
    The Zombified Tank and his Common Infected friends have learnt how to pick up armor and use it for themselves. The Zombified Tank will take up to x% reduced damage from all sources (x is the amount of survivors alive at the time , maximum is 16) for all survivors that are alive.

    - Gravity Dragon Tank (Tier 2)

    - Changed the following with the ability "Fireball Attack"

    Increased the amount of fireballs from 10 to 30
    Fireball rate is increased to 3 fireballs per second.

    Thanks for reading! let me know your thoughts about the changes of my minecraft mob + tank ideas. :D
     
  10. The Following Changes have been made to the following tanks (Version 6) (They will be reflected in the first post)

    - Creeper Tank (Tier 2)
    - Zombified Tank (Tier 3)

    - Creeper Tank (Tier 2)

    + Added in a new ability "Demolition Block"

    "Demolition Block" (Passive)
    The Creeper Tank will force everyone to melee him while blocking gun attacks, The Creeper Tank will gain a green glow around him that reduces the damage of all gun attacks to zero. this green glow is known as the "Demolition Shield" buff and the tank can gain this buff through damaging the survivors with his explosion abilities. The health of the "Demolition Shield" at a minimum will be 500 and its the health that survivors need to take off in order to disable the "Demolition Shield" Buff. While the buff "Demolition Shield" is active, the cooldown of the Creeper Tank's ability "teleport" is reduced by 50%. Also the Creeper Tank will still take HP damage (His normal health will go down while the "Demolition Shield" buff health goes down). All survivor melees versus the Creeper Tank while the "Demolition Shield" buff is active will deal 250 damage to both his normal health and the demolition health each (This damage cannot be boosted by upgrades/skills/buffs and is not affected by tank resistances).

    + Changed the following with the immunities of the Creeper Tank

    OLD
    Immunities: fire, explosions
    NEW
    Immunities: fire, explosions, melee (Immune to melees while the buff "Demolition Shield" is not active on tank)

    - Zombified Tank (Tier 3)

    + Increased the maximum health of Zombified Tank by 30000 (330000 -> 360000)

    OLD
    HP: 330000
    NEW
    HP: 360000

    + Changed the following with the Zombified Tank's damage dealt (He no longer deals the same incapitation damage as before)

    OLD
    Damage: 100
    NEW
    Damage: 100 (350 on incapitation)

    NOTE: The incapitation damage dealt is not the same as damage to alive survivors.

    = Changed the following with the Zombified Tank's ability "Zombie Roar"

    OLD
    "Zombie roar"
    Zombified Tank will make the survivors be fearful of the infected by scaring them causing them to scream. He inflicts nearby survivors with fear of infection debuff. This debuff decreases their damage done to all infected by 25% and increases their damage taken from the infected by 100%, they also has a 25% movement speed reduction for 30 seconds, cooldown: 90 seconds.
    NEW
    "Zombie roar"
    Zombified Tank will make the survivors be fearful of the infected by scaring them causing them to scream. He inflicts nearby survivors with fear of infection debuff. This debuff decreases their damage done to all infected by 25% and increases their damage taken from the infected by 100%. In addition, they also has a 50% movement speed reduction for 5 seconds and are stunned for 1 second. cooldown: 60 seconds.

    +Brought Back the ability "Spawning Pool" and made the following changes to it

    OLD
    "Spawning Pool" (Passive)
    The CI that spawn during cresendo, gauntlet events, or whenever Zombified Tank's ability "Summon Hordes" is active spawn near the tank. Radius: 500
    NEW
    "Spawning Pool" (Passive)
    The infected that spawn during cresendo, gauntlet events will spawn near the tanks current location. Radius: 1000
     
  11. Came up with 1 more idea for a tank... This time its a tier 1 tank (Version 7) (This will be reflected in the first post)

    NOTE: The name of the tank literally does NOT mean anything to do with the witch in L4D2 just to be clear!

    Witch Tank (Tier 1)
    HP: 60000
    Damage: 75
    Speed: 0.8
    Attack Speed: 1.5
    Immunities: melee

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    "Magic Resistance" (Passive)
    The Witch Tank takes 80% reduced damage from Fire, Acid and Explosion Attacks. The tank also takes 15% reduced damage when survivors attack it using any buff that increases damage.

    "Potion of Harming"
    The Witch Tank will use a potion of harming and throw it at targeted survivors. Survivors hit by this potion take 200 true damage, Radius: 500. Cooldown: 30 seconds

    "Potion of Slowness"
    The Witch Tank will use a potion of slowness and throw it at targeted survivors. Survivors hit by this potion lose 75% of their movement speed (5% regeneration per second for 15 seconds), Radius: 500. Cooldown: 45 seconds

    "Potion of Poison"
    The Witch Tank will use a potion of poison and throw it at targeted survivors. Survivors hit by this potion will be inflicted with the poison debuff for 20 seconds, Radius: 500. Cooldown: 40 seconds

    "Potion of Strength"
    The Witch tank will use a potion of strength and throw it on itself. The Tank then will then have a red aura around himself while he moves for the next 15 seconds, it increases the damage done of all infected by 100%. Cooldown: 60 seconds

    "Potion of Fire Resistance"
    The Witch Tank will use a potion of fire resistance and drink it for 2 seconds, The Tank is inflicted with the stun debuff for 2 seconds when he drinks the potion. The Tank will then remove any fire that was currently on the tank. Cooldown: 90 seconds

    "Potion of Healing"
    The Witch Tank will use a potion of healing and either throw it on itself or drink it for 2 seconds, The Tank is inflicted with the stun debuff for 2 seconds when he drinks the potion. When the Tank throws the potion down, a regenerative field is deployed for 15 seconds healing infected for 100 hp/s, regenerative field Radius: 1000. When the Tank drinks the potion, the tank regenerates 300 hp/s for 10 seconds. Cooldown: 60 seconds

    "Potion of Swiftness"
    The Witch Tank will use a potion of swiftness and drink it for 2 seconds, The Tank is inflicted with the stun debuff for 2 seconds when he drinks the potion. The Tank will then get a 0.45 increase in movement speed (0.8 -> 1.25) for 15 seconds. Cooldown: 75 seconds

    "Potion of Defense"
    The Witch Tank will use a potion of defense and throw it on itself. The Tank will then have a blue aura around himself while he moves for the next 15 seconds, it increases the defense of all infected by 10%. Cooldown: 60 seconds

    Will be adding this tank to the list of tanks that you can vote for in the other forum... (it will be edited to show it) (This will be it for my tank ideas for now)

     
  12. Made the following changes to the tanks (Version 8 ) (This will be reflected in first post)

    - Creeper Tank (Tier 2)
    - Changed the following with the ability "Demolition Block"

    OLD
    "Demolition Block" (Passive)
    The Creeper Tank will force everyone to melee him while blocking gun attacks, The Creeper Tank will gain a green glow around him that reduces the damage of all gun attacks to zero. this green glow is known as the "Demolition Shield" buff and the tank can gain this buff through damaging the survivors with his explosion abilities. The health of the "Demolition Shield" at a minimum will be 500 and its the health that survivors need to take off in order to disable the "Demolition Shield" Buff. While the buff "Demolition Shield" is active, the cooldown of the Creeper Tank's ability "teleport" is reduced by 50%. Also the Creeper Tank will still take HP damage (His normal health will go down while the "Demolition Shield" buff health goes down). Melees versus the tank while the "Demolition Shield" buff is active will deal 250 damage to both his normal health and the demolition health each (This damage cannot be boosted by upgrades/skills/buffs and is not affected by tank resistances).
    NEW
    "Demolition Block" (Passive)
    The Creeper Tank will force everyone to melee him while blocking gun attacks, The Creeper Tank will gain a green glow around him that reduces the damage of all gun attacks to zero. this green glow is known as the "Demolition Shield" buff and the tank can gain this buff through damaging the survivors with his explosion abilities (not explosion punches). The health of the "Demolition Shield" at a minimum will be 500 and its the health that survivors need to take off in order to disable the "Demolition Shield" Buff. While the buff "Demolition Shield" is active, the cooldown of the Creeper Tank's ability "teleport" is reduced by 50%. Also the Creeper Tank's "Demolition Shield" HP prevents his current health from being changed until the "Demolition Shield" HP is 0. Melees versus the tank while the "Demolition Shield" buff is active will deal 250 damage to the "Demolition Shield" each (This damage cannot be boosted by upgrades/skills/buffs and is not affected by tank resistances).

    - Zombified Tank (Tier 3)
    - Decreased the wait duration of the ability "Regeneration" to regenerate 0.5% of the tanks maximum health from 30 to 15 seconds (30 -> 15)
     
  13. Decided to come up with a new idea for a Tier 1 Tank (this tank is based off the Blaze Hostile Mob)

    Blaze Tank (Tier 1)
    HP: 50000
    Damage: 100
    Speed: 1.2
    Attack Speed: 1.5
    Immunities: Melee

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    "Fire Absorption" (Passive)
    The Tank will absorb 100% of fire damage inflicted on it from any source (It Regenerates HP). However in exchange for that, weapons that are equipped with ice bullets now deal an additional 10 HP of damage to the tank (After applying damage calculation).

    "Heated Punch" (Passive)
    The Tank will inflict an additional 1% of the survivors current health as damage if they are within 150 units of the tank. This passive ability is rendered useless when the tank fights in water areas.

    "Fireball"
    The Tank will call down 3 fireballs from the sky to attack in random locations. Once they hit they will place a fire where the impact zone was. Survivors within range of 375 units will take up to 125 damage per fireball hit and 10 hp/s per fire tick while in the fire spawned by the fireball on impact. Survivors that were hit by the fireballs are inflicted with exhaustion for 5 seconds. The fireballs do not track survivors. Cooldown: 60 seconds

    Note: The exhaustion status increases the time of survivor actions that can be performed by the survivor by 50% (You know when the survivors run out of breath and have to slow down on doing things)

    Now that we have a ice and a lightning elemental tier 1 tank, isn't it about time we had a fire elemental tier 1 tank?

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    The following changes have been made to the following tanks (Version 9)

    - Creeper Tank
    - Zombified Tank
    - Dragon Tank
    - Witch Tank

    - Creeper Tank
    - Lowered Creeper Tank's Maximum health from 200000 to 175000
    - Increased Movement speed from 0.8 to 1.0
    - Decreased Attack speed from 0.5 to 1.0
    - Increased the cooldown on the ability "Teleport" from 10 to 20 seconds (The "Demolition Block" (Passive) will reduce this cooldown to 10 seconds as part of the ability mechanics).
    - Changed the following with the ability "Charged"

    OLD
    "charged"
    for the next use of the "Ka-boom" ability, the Creeper Tank will become charged with a blue aura surrounding himself. this blue aura allows the Creeper Tank's "Ka-boom" ability to deal double the normal explosion damage (50-1000) plus a stun debuff to all survivors in range for 4 seconds (stun range: 375), cooldown: 60 seconds.
    NEW
    "charged"
    for the next use of the "Ka-boom" ability, the Creeper Tank will become charged with a blue aura surrounding himself. This blue aura allows the Creeper Tank's "Ka-boom" ability to deal double the normal explosion damage (50-1000) plus a stun debuff to all survivors in range for 4 seconds (stun range: 375), Explosion Range: 750, cooldown: 50 seconds.

    - Removed the ability "Forced Explosion" (Passive)
    - Removed the ability "Creeper Mines" and replaced it with a new ability

    "Acceleration Bomb"
    The Creeper Tank will plant a bomb on all survivors and force them to stop moving. After the first second has passed, the bomb will start counting down from 15 seconds and then explode when the timer reaches 0. All survivors are then dealt true explosion damage equal to the number of units moved/5 for the 15 seconds that passed. This ability has no effect on the "Demolition Block" (Passive) ability, Explosion Range: 500, cooldown: 60 seconds.

    - Zombified Tank
    - Reduced his damage on punch attacks from 100 to 50
    - Increased the cooldown on the ability "Regeneration" (Passive) by 5 seconds (15 -> 20)
    - Removed the ability "Call of the feast" (Passive)
    - Changed the following with the ability "Infected Desperation" (Passive)

    OLD
    "Infected Desperation" (Passive)
    The Zombified Tank will gain "Infected Rage" stacks for every incapitation and kill made by the Common Infected or by the tank. Per stack, Zombified Tank gains an increase of 1 damage per stack. The tank gains 1 stack for every incapitation done by him and the common infected while he gains 5 stacks for every kill done by him and the common infected. after 200 stacks have been reached by the Zombified Tank, the tank will get an additional increase in damage done to survivors by 200 (300 -> 500). the tank's movement speed will increase to 2.0. the tank's attack speed will increase to 0.5 (1 hit per 0.5 seconds)
    NEW
    "Infected Desperation" (Passive)
    The Zombified Tank will gain "Infected Rage" stacks for every incapitation and kill made by the Common Infected or by the tank. Per stack, Zombified Tank gains an increase of 1 damage per stack. The tank gains 1 stack for every incapitation done by him while he gains 2 stacks for every kill done by him and the common infected. after 150 stacks have been reached by the Zombified Tank, the tank's movement speed will increase to 2.0 and the tank's attack speed will increase to 0.5 (1 hit per 0.5 seconds)

    - Dragon Tank
    - Removed the ability "Power Puncher" (Passive)

    - Witch Tank
    - Lowered Witch Tank's Maximum Health from 60000 to 45000
    - Increased Movement Speed from 0.8 to 1.0
    - Reduced the true damage dealt by the ability "Potion of Harming" from 200 to 150
    - Changed the following with the ability "Potion of Slowness"

    OLD
    "Potion of Slowness"
    The Witch Tank will use a potion of slowness and throw it at targeted survivors. Survivors hit by this potion lose 75% of their movement speed (5% regeneration per second for 15 seconds), Radius: 500. Cooldown: 45 seconds
    NEW
    "Potion of Slowness" The Witch Tank will use a potion of slowness and throw it at targeted survivors. Survivors hit by this potion take 50 true damage, lose 25% of their movement speed (2.5% regeneration per second for 10 seconds), Radius: 500, Cooldown: 30 seconds

    - Changed the following with the ability "Potion of Poison"

    OLD
    "Potion of Poison"
    The Witch Tank will use a potion of poison and throw it at targeted survivors. Survivors hit by this potion will be inflicted with the poison debuff for 20 seconds, Radius: 500. Cooldown: 40 seconds
    NEW
    "Potion of Poison"
    The Witch Tank will use a potion of poison and throw it at targeted survivors. Survivors hit by this potion take 50 true damage and will be inflicted with the poison debuff for 10 seconds, Radius: 500, Cooldown: 30 seconds

    - Removed the abilities "Potion of Strength" , "Potion of Fire Resistance" , "Potion of Healing" , "Potion of Swiftness" , "Potion of Defense"

    I will be updating the top post to reflect the current version, and will be changing around the voting of the tanks. As always, I would like some good feedback on my Blaze Tank. Thanks :)








     
  14. Made some changes to the blaze tank (Version 1.10), Also going to be linking him to another forum post (tank ideas thread, made by jang)

    - Changed the name of the tank from Blaze Tank to Fire Tank (the name change should suit the tank better and make it more true to his typing)
    - Changed the immunities of the tank to now include immunity to explosions
    - Changed the following with the abilities "Fire Absorption" (Passive) "Heated Punch" (Passive) "Fireball" (Active)
    - Added in a new ability "Rising Heat"

    OLD
    Blaze Tank (Tier 1)
    HP: 50000
    Damage: 100
    Speed: 1.2
    Attack Speed: 1.5
    Immunities: Melee
    NEW
    Fire Tank (Tier 1)
    HP: 50000
    Damage: 100
    Speed: 1.2
    Attack Speed: 1.5
    Immunities: Explosions, Melee

    "Rising Heat" (Passive)
    The Tank, using extremely large amounts of heat in his body is able to raise the temperature in the area near him to unfavourable amounts for the survivors. Anytime a survivor is within 450 units from the tank they gain a stacking debuff of the "scar burns" every 3 seconds (stackable up to 3 times).

    OLD
    "Fire Absorption" (Passive)
    The Tank will absorb 100% of fire damage inflicted on it from any source (It Regenerates HP). However in exchange for that, weapons that are equipped with ice bullets now deal an additional 10 HP of damage to the tank (After applying damage calculation).
    NEW
    "Fire Absorption" (Passive)
    The Tank will absorb 100% of fire damage inflicted on it from any source (it regenerates HP equal to the damage it would have taken). However in exchange for that, weapons that are equipped with ice bullets now deal an additional 10 HP of damage to the tank (After applying damage calculation).

    OLD
    "Heated Punch" (Passive)
    The Tank will inflict an additional 1% of the survivors current health as damage if they are within 150 units of the tank. This passive ability is rendered useless when the tank fights in water areas.
    NEW
    "Heated Punch" (Passive)
    The tank will inflict +1% additional damage of the survivors maximum HP for each stack of the scar burns bad status effect that the survivor currently has on him (maximum: 3 stacks).

    NEW
    "Fireball"
    The Tank will call down 3 fireballs from the sky to attack in random locations. Once they hit they will place a fire where the impact zone was. Survivors within range of 375 units will take up to 125 damage per fireball hit and 10 hp/s per fire tick while in the fire spawned by the fireball on impact. Survivors that were hit by the fireballs are inflicted with exhaustion for 5 seconds. The fireballs do not track survivors. Cooldown: 60 seconds
    OLD
    "Fireball"
    The Tank will call down 3-5 fireballs from the sky to attack in random locations at lightning speed. Once they hit they will explode and place a fire where the impact zone was. Survivors within 500 units of the impact zone will take 100 damage per fireball hit and 10 hp/s per fire tick while in the fire spawned by the fireball on impact, additionally the actions of that survivor are slowed down by 50% for 6 seconds. Cooldown: 30 seconds.

    Version 1.11 Will be thought of and will be posted on mgftw around late december to early january. Keep your eyes peeled out!
     
  15. Update v1.11

    What if you were to combine all the minecraft mobs who were able to affect different status effects into 1 tank?
    Cave Spider (Ability to Inflict Poison on physical hit)
    Evoker (Ability to Inflict Intensive Bleeding on spikes hit)
    Husk (Ability to Inflict Hunger on physical hit)
    Shulker (Ability to Inflict Levitation on ranged hit)
    Witch (Ability to Inflict Slow on ranged hit)

    You would get

    Chaotic Tank (Tier 2)
    HP: 250000
    Damage: 50
    Speed: 1.75
    Attack Speed: 2.00
    Immunities: Fire, Acid, Explosions, Melee

    Abilities

    "Cursed Effects" (Passive)
    This tank was brought in here with a piling negative purple glow to ruin the survivors' good days of fighting infected. Any bad status effects that you get while fighting this tank cannot be cured off by any means. This excludes the mutation bad status effect.

    "Poisonous Fist" (Passive)
    When the tank punches any survivor, it has a 50% chance of activating this passive ability. It poisons the survivor on hit for 15 seconds, dealing 10 - 20 damage per 0.25s depending on how fast the survivor is moving. The ability cannot be activated on the same survivor again for 25 seconds after the bad status effect has been inflicted.

    "Hunger Fist" (Passive)
    When the tank punches any survivor, it has a 50% chance of activating this passive ability. It decreases the survivors base damage dealt against infected by 50% for 15 seconds. The ability cannot be activated on the same survivor again for 25 seconds after the bad status effect has been inflicted.

    "Inverse Teleport" (Passive)
    Instead of the tank teleporting, he teleports all survivors, no matter where they are over to him. He then is able to activate any random active ability, bypassing its current cooldown after 1.5 seconds have passed. Cooldown: 60 seconds.

    "Evoker Spikes" (Active)
    An astonishing and loud roar emitted by the tank will cause spikes to pop up that surround him if any survivors are nearby. Any survivors caught within the range of the spikes are dealt 300 true damage per second for 2 seconds. Survivors that get hit are also inflicted with intensive bleeding for 10 seconds, reducing heals from all sources by 50%. Cooldown: 30 seconds. Radius: 750 units.

    "Chaotic Winds" (Active)
    A powerful dark ball is produced by the tank and smashed into the ground to produce a howling wind noise. This forces all survivors to be knockbacked into the air from the point of impact for 4 seconds before landing. The closer you are to the tank, the higher the knockback received. Any survivors close to the tank when affected by the winds are also inflicted with slow for 20 seconds, slowing down all actions by 25%. Cooldown: 45 seconds. Effect Radius: 500 units.

    "Fire Bomb" (Active)
    The tank breathes out a fire ball to explode outwards at every survivor. Then after 1.5 seconds of charging, explodes it with a powerful igniting blow, generating a heat wave effect going outwards. All survivors take 250 - 500 damage based on their distance from the explosion. Any survivors that were nearby the fire ball explosion get inflicted with a burn for 15 seconds. It causes that burned survivor to take 20 true damage per second, become confused, being unable to see all other teammates and have a 50% increase in movement speed. Cooldown: 35 seconds. Effect Radius: 750 units.

    Feel free to give your feedback on this tank as an idea.