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The changelog notes from older versions is lost....
1.22
Added a new tank: Battle Fortress (17500)
Featuring skills: Fortress Cannon, Missile Hail Sweep, Fortress Armor and Ion Bolt
Reduced the cooldown of the SWCP's support powers
Fixed the support powers timers
Some tanks has been moved to different shops
Added a factory upgrade for player (+1500), which gives your troop production
Buffed the Lava Robots ulti, but nerfed the overheat ability
Nerfed the gazlows ability in some degree and decreased it's cost with 1000
Fighter Base and Napalm tower gold cost increased with 200
Trade hut cost increased from 1500 to 1600
Chrono Robot do cost 1000 more now, with 500 more HP. Abilities retains the same
The hunter hp has increased from 3500 to 4500, the price has increased to 6000
Replaced hunters sensor scan ability with ensnare
Guard do now cost 7000, hp increased to 7000; all abilities slightly increased
Plasma torpedo (11000) range increased from 1500 to 2000 (but lower dps)
Lots of minor balance changes...
Some items price and balance changes...
1.23
Reduced the cost of force field item from 5000 to 3750
Trade hut cost increased from 1600 to 2000
Added a trade hut limit to 2 pr player to prevent income abuse (unlimited for the trader)
Trade huts are now visible on the minimap
Nerfed a lot of abilities to balance the game, especially the strong abilities
Nerfed the hp on all tanks, the expensive tanks suffered mostly from the HP nerf
Removed the 1% hp increment pr tank level
Added 50hp increment pr tank level (All tanks)
You gain less gold for selling damaged towers
Fixed the SWCP capture bug which was caused by the sell ability
Fixed a Super Weapon bug causing it to fire prematurely
Some minor adjustments...
1.24
Added a new tank: Mothership (40000)
Mothership abilties: Mothership Laser, Plasma Strikes, Starfighter Bays, Massive Bombardment and Orbitial Beam
Added a new end game award: Longest kill streak without death
Set the maximum tank level from 25 to 50
The force upgrades every 4 minutes
You do now gain force gold every 4 minutes
You do now gain slightly more gold than before
Increases the bounties of all structures
Gazlow Tank does now cost 500 less
Warfrigate does now cost 1000 more, and has 600 more hitpoints
Added a new abiltiy for the ghost tank: Arial Flight
Added dying tree effects
Changed the no trader mode starting gold from 3000 to 5000
Each mode does now show how much gold you start with
Fixed a price bug with the artillery control item. It does now cost 10000
1.25
Force field item does now cost only 3500
Added a new feature to the thrust punch and chrono axe: Killed enemy does fly away
Fixed a bug with the dying tree effects
Added a -e command to disable tree effects
Fixed a bug with force artillery which caused it to only fire once
New commands: -hb2, -hb3, -hb4, -hb5
You can now boost bounty in high bounty mode up to 2 to 5 times.
1.26
Added a new mode: Insane Rush - 50k, level 30
Added a new item: Jet Thruster (2500)
Added a new command: -afkai
Fixed a bug that caused napalm airstrike to not damage creeps
Improved the ion cannon sound
Judicator does now toss the air tanks very far away even if they are alive
Reduced the range of Ghost Tanks Orb of Annihilation ability
Fixed a bug causing the toss effect sometimes to just go upwards
Reduced the chrono axe flying baseball bat effect
Ending someones spree is now shown to all
Rush mode does now really provide 10000 gold, instead of 9000
The bounty is now correctly shown on tanks in -hb3, -hb4. hb5 modes
Added a feature when a team has less players, that team get more gold
War frigate price changed from 14000 to 13500
Fixed a small effects bug
Fixed a tooltip
1.27
Added a new tank: Striker (5000)
Stikers abilties: Root Strike, Energy Burn, Restoration and Electronic Shutdown
Fixed a bug with displaying wrong bounty in hb modes
Fixed a bug with the fair team gold feature
Guard does now have 8 armor when rooted
1.28
Fixed a critical bug that caused the force to give insane amount of gold by killing tanks
1.29
New structure: Missile Silo (3000)
New missile add: Cruise Missile
Hunter does now cost 5800, reduced from 6000
Fixed the cooldown bug with the mines
Fixed a bug that caused the megamines to only make huge mines
Nerfed the mothership laser abilty
Nerfed the mothership massive bombardment ability
Changed the massive bombardment projectiles
Napalm Tower cost cost 500 less now
Strikers Restoration ability cost now more mana
Buffed repair robots to BT 8.61 standards
Increased the cost of Nano-Repair Robots to 6000
1.30
Reduced the Motherships hp from 32000 to 29000 (correct hp values for air tanks)
Missile Silo does now create a tower ruin upon death
Missile Silo can now prevent players from capturing a cP
Increased the upgrade cost of silo from 2000 to 2500
Reduced the missiles hp from 3000 to 1000
Missiles get more hp pr armor upgrades
Missiles evasion reduced to 50% from 65%
Missile is now immune to player weapons, but not abilities.
Slightly changed the missile silo mana values
Updated the gameplay constants info about attacks types
Changed hero attack into fire attack
Napalm Tower does now do fire damage instead of siege
In -st mode, the force does have 2 missile silos
Added 3 new consumable items: Napalm airstrike, orbtial strike and artillery strike.
1.31b
Added a new structure: Shield Generator
New feature: Healing rate is now shown on tanks
Reworked the shield battery item. It does not work as a minor shield generator.
Reduced the costs of super weapon consumables
Missile Silo upgrade cost increased from 2500 to 4000
Missile Silo total mana and mana regeneration has been increased by 6 times
Cruise missile mana cost also increased by 6 times
Effect of upgraded battery into Missile Silo reduced from 220% to 40%
Cruise missile damage increased by 50%
Cruise missile does now half damage against structures
Cruise missile evasion reduced from 50% to 33%
Fixed a mana cost bug with the root strike ability
Reduced the cost on Jet Thruster from 2500 to 2250
Minor bugfixes and balance changes...
1.32
Added a new mode: -sd
Shield Defense Mode provides your main base 3 shield generators
Reduced the cost of shield generator from 3500 to 3000
Reduced the Shield Battery item upgrade cost from 13000 to 10000
Shield battery item does now only absorb 5 mp pr damage instead of 10 mp
Earth magic range is changed from 444 to 666. Damage reduced accordingly
The Trader does now have a moderate AoE shielding ability
Fixed a bug with the Battle Fortress Cannon ability which did double damage at level 5
Fixed a bug that caused the shield battery item to instantly heal the towers to 100%
Fixed a bug that caused the shield sphere from not disappearing sometimes
Minor tweaks...
Some comments and feedback here would be appreciated.
This is just a spinoff from the original Battle Tanks map and it's only meant as a fun mod with super weapon features not found in the original. The league feature in this map has been removed. However this map is recommended for Ultra Rush 30k or Insane Rush 50k play.
Keywords:
Battle, Tanks, Insane, Mod, BT mod, War Tanks, Wars, Mech, Battle Tanks, Battle Tanks Insane, Super Weapons, Rocket, Tank Wars
14:24, 4th Oct 2009, by Rui:
A spin-off that adds little to the original "Battle Tanks", by Bob666. Reviewed with a final average rating of 3,33 and comments made by Child_0f_Bodom, Billy the Cat and Rui.
14:24, 4th Oct 2009, by Rui: A spin-off that adds little to the original "Battle Tanks", by Bob666. Reviewed with a final average rating of 3,33 and comments made by Child_0f_Bodom, Billy the Cat and Rui.
Hi there! At least I found your map, sry but the preview was sort of irritating Your map is really nice, I love it. Nice work, eyecatching effects. If you read, play this awesome mod
I have even asked Bob666 (earlier known as Nazghul) permission for this as a matter of fact. I was even allowed to make a thread in btanks forum under editor section for my map. Since I get very little feedback on my map in the forum, posting it here would give more feedback and comments on the map.
btw I now have more knowledge of creating effects with dummies, thanks to the creative usage of dummies visual effects on Dark.Revenants map, it has increased my insight of using dummies as moving effects (Why haven't I thought of that earlier)
If I haven't played the battle mages, I never implemented my own projectile system into the btanks map. Still this applies to few abilities. So I got some inspiration from Dark.Revenants map I have to admit.
Hi there
if he wouldn't have got permission he wouldn't offer his map here, or????..^^ TKF: Pirate trader sells items but he's able to move around. But can you help me with a problem? the infernal fire rain and the chaos bombs seems not to work so can you tell me why???^^
I changed the infernal fire rain into chaos meteor and I didn't have problem with Chaos Bombs. Just clone normal fan of knives skill. I don't see the problem :?
Edit_
As for the infernal fire rain, I just ignored it and made a new ultimate. What kind of chaos bombs are you making? the ordinary one, or the one in the real BT map? I don't know how to recreate the real one, if you was wondering about that. I just changed it to carrion swarm projectile instead.
Probably, but this map is based on Battle Tanks, not tank wars. I got tired of this mod and is no longer mapping it. I think it's better than all the shait maps with the "tank wars" name in it, but not the original Battle Tanks map. It's always the best. My map is also a bit unbalanced so it's crap!
Hmmm, okay. Anyways, good map. I noticed though, that in the beginning, I had enough for the Infernal Robot or somethin like that. Is this on purpose? I like in Tank Wars mini where you started with cash enough to buy the basic robot/tank only. And the AI go all-out with the Robo-Goblin tank. Kinda hard to beat that onslaught. They took over our middle road control points in the first minutes.
-Eagle
EDIT:
Thanks for the BT link. I'll get that as soon as I get back on my comp with Warcraft.
And a suggestion, could you make a flying tank with the hovertank model (the one with a single and then upgraded to triple barrel?)? Might be a nice add.
Well I cant remember to do anything with the AI. It's an old 7.55 AI which i don't understand how to edit nor change. Only thing I did, was to prevent it from stuck itself cuz of gazlow tanks invisible high explosives
But I released a beta of 1.20, testing the new artillery mode which makes the game more interesting. At start if you play a normal game, a single hit will kill you. I've also desinged a smart artillery AI. But that will come in 1.20, but a beta of it is released at btanks site.
I've updated to 1.21, but I haven't bothered with the AI yet, only put a idiot anti stand in base and do nothing trigger, thats all. But I added 2 more CP's!!!!
Hey TKF! Yes i worked on my map a last time because my brother wished himself a bank system for the map so i did one, and as I sat there I overworked the bugs and, yes, some KI changes like making them buy more weapons and going towards the shop in the middle ... but i think I wont work on my version anymore it would be good with your map integrated into it but alone it's not so special greetings!
wow ty for dropping a comment here and saying hello
Well, this map gets sooooo much comments (NOT) so it's unpopular. So if no one wants a new version, I dump this map and go on with Naval... (zero feedback = zero update)
If so, I'll probably add a new tank into the map, + some necessary changes... I'm just saying I have the weekend to spend time into this map, after that no promises.
Nice map. Nice AI. Fun as for playing with lots of people on Ultra Rush + -fm, but (is it just me or other people as well?) otherwise dull when playing on normal mode without -fm. Still it's very good. By the way, any chance I could have an OpenSource version? It might help alot in my currently under development map.
I called the tank Battle Fortress ingame. It has 3 combat damage abilities, made for pure pwnage. This tank is very high class and expensive, and even able to intimidate Titan as well.
Also the new version has several balance changes ingame and moving some tanks priceclasses. The most shocking is probably Hunter and Guard, they are much more expensive now. Also Gazlow tank has been nerfed (yeah General Frank made that one too).
Also SWCP's has super weapon timers now. Support powers are AI controlled. There is a secret way to indirectly control where it fires ....
New version, 1.23. Unfortunately I cannot host the map tp test the changes cuz for some reason my modem won't open ports even if I forwarded the ports. I think my modem is kinda messed up.
The most noticeable change is that you gain 50 hp pr level regardless of what tank you pick, instead of 1% of max hp.
If you use an AT&T 2Wire router, I feel your pain.
I picked up a version of this on battle.net and found it amazing. -am was an amazing advent, and that coupled with the artillery control item creates a WMD combination... I played a few rounds of 5v5 using AIs, and they all lasted about 30 seconds, then suddenly wiped each other out with the combined firepower of about 4-6 simultaneus artillery barrages... amazingly fun destruction scenario. The artillery is one of the best features of the map. I haven't noticed the AI problem yet, but maybe I just haven't played enough of the newer versions...
TKF, I think you may underestimate your skill at some things.
I picked up a version of this on battle.net and found it amazing. -am was an amazing advent, and that coupled with the artillery control item creates a WMD combination... I played a few rounds of 5v5 using AIs, and they all lasted about 30 seconds, then suddenly wiped each other out with the combined firepower of about 4-6 simultaneus artillery barrages... amazingly fun destruction scenario. The artillery is one of the best features of the map. I haven't noticed the AI problem yet, but maybe I just haven't played enough of the newer versions...
TKF, I think you may underestimate your skill at some things.
1.24
Added a new tank: Mothership (40000)
Mothership abilties: Mothership Laser, Plasma Strikes, Starfighter Bays, Massive Bombardment and Orbitial Beam
Added a new end game award: Longest kill streak without death
Set the maximum tank level from 25 to 50
The force upgrades every 4 minutes
You do now gain force gold every 4 minutes
You do now gain slightly more gold than before
Increases the bounties of all structures
Gazlow Tank does now cost 500 less
Warfrigate does now cost 1000 more, and has 600 more hitpoints
Added a new abiltiy for the ghost tank: Arial Flight
Added dying tree effects
Changed the no trader mode starting gold from 3000 to 5000
Each mode does now show how much gold you start with
Fixed a price bug with the artillery control item. It does now cost 10000
1.25
Added a new feature to the thrust punch and chrono axe: Killed enemy does fly away
Fixed a bug with the dying tree effects
Added a -e command to disable tree effects
Fixed a bug with force artillery which caused it to only fire once
New commands: -hb2, -hb3, -hb4, -hb5
You can now boost bounty in high bounty mode up to 2 to 5 times.
It has been a half year ago I've updated this map the last time. The latest update features a new airship: Mothership!
EDIT_
Changelog
1.26
Added a new mode: Insane Rush - 50k, level 30
Added a new item: Jet Thruster (2500)
Added a new command: -afkai
Fixed a bug that caused napalm airstrike to not damage creeps
Improved the ion cannon sound
Judicator does now toss the air tanks very far away even if they are alive
Reduced the range of Ghost Tanks Orb of Annihilation ability
Fixed a bug causing the toss effect sometimes to just go upwards
Reduced the chrono axe flying baseball bat effect
Ending someones spree is now shown to all
Rush mode does now really provide 10000 gold, instead of 9000
The bounty is now correctly shown on tanks in -hb3, -hb4. hb5 modes
Added a feature when a team has less players, that team get more gold
War frigate price changed from 14000 to 13500
Fixed a small effects bug
Fixed a tooltip
1.27
Added a new tank: Striker (5000)
Stikers abilties: Root Strike, Energy Burn, Restoration and Electronic Shutdown
Fixed a bug with displaying wrong bounty in hb modes
Fixed a bug with the fair team gold feature
Guard does now have 8 armor when rooted
1.29
New structure: Missile Silo (3000)
New missile add: Cruise Missile
Hunter does now cost 5800, reduced from 6000
Fixed the cooldown bug with the mines
Fixed a bug that caused the megamines to only make huge mines
Nerfed the mothership laser abilty
Nerfed the mothership massive bombardment ability
Changed the massive bombardment projectiles
Napalm Tower cost cost 500 less now
Strikers Restoration ability cost now more mana
Buffed repair robots to BT 8.61 standards
Increased the cost of Nano-Repair Robots to 6000
hey,, can u help me??
i have upload 3 maps...
but nobody download it....
and, if i LOG uit, and i go to maps,,.. than i dont see my uploaded maps..
pls help me.. (sent a private message)
{EDIT}
hey,, can u help me??
i have upload 3 maps...
but nobody download it....
and, if i LOG uit, and i go to maps,,.. than i dont see my uploaded maps..
1. The AI tanks will not buy nonweapon items (f.ex. repair robots, hulls), while the AI in the more recent BT maps (f.ex. 8.60) will buy just about any item.
2. A bug with the Strategic Weapon CPs:
When the strategic CPs start, they are under the control of "Player 13", the nonexistant hostile AI. What should happen (because it did happen in some of the versions before 1.25) is when the guarding Laser Tower is destroyed, the killing team receives control of the Strategic CP. Here's the problem: on the Artillery Control Strategic CP (in the southeast corner of the map) does not come under one team's control when the laser is destroyed. It remains under the control of "Player 13", and what's more, CAN NOT BE CAPTURED BY EITHER TEAM. The capture trigger, timer, and alert start, but when the timer ends the CP does not change hands. This is a notable problem, but I'm pretty sure it's just a broken trigger, and therefore not too big a problem to fix. (I hope.)
First, I don't know how to improve the AI. It was premade by the original mapper and I don't understand JASS.
Second, that bug should be fixed. Capturing Strategic CP's does work 99% of the cases.
Changelog
1.30
Reduced the Motherships hp from 32000 to 29000 (correct hp values for air tanks)
Missile Silo does now create a tower ruin upon death
Missile Silo can now prevent players from capturing a CP
The Missile Silo is automatically controlled by the force when a player leaves or is afk
Increased the upgrade cost of silo from 2000 to 2500
Reduced the missiles hp from 3000 to 1000
Missiles get more hp pr armor upgrades
Missiles evasion reduced to 50% from 65%
Missile is now immune to player weapons, but not abilities.
Slightly changed the missile silo mana values (to prevent abuse)
Updated the gameplay constants info about attacks types
Changed hero attack into fire attack
Napalm Tower does now do fire attack instead of siege attack
In -st mode, the force does have 2 missile silos
Added 3 new consumable items: Napalm airstrike, orbtial strike and artillery strike.
The new version contain mostly balancing. Also it features consumable super weapons for a low price, only available at the artillery factory.
If this map started as a breakoff from one of the slightly older BT maps (was it in the 8.4X versions, or was it in one of the 8.5X versions?), then can't you just get back in contact with Exilus5 or Bob666, and ask them for the configuration of the newer BT AIs? Or just talk with one of them and give them a deprotected version of the map so they can make the modification themselves, then reprotect it and fire off that update?
{EDIT}
I played another 3v3 round with AIs on 1.30, and when the team 2 AIs destroyed the Multi-Laser tower protecting the southern Artillery Control strategic CP, it remained under the control of Player 13.
I think the problem could be in the -st gameplay mode, because i was playing with that mode active.
Also: a minor bug:
The AA Gun weapon at the center weapon shop states that it deals 300 damage, 1000 DPS, and the upgrade adds +300 damage.
When I upgraded one, the new stats still said 300 damage, 1000 DPS.
I do not know if the actual weapon's damage was modified, but it's something to check.
Similarly, check the stats on the parallel weapon, Bombs (the weapon that should have the same DPS and range as the AA Gun, but be for air->ground). If there is a problem in one, there's the chance for a problem in the other.
Well, it shouldn't be any glitches capturing the strategic CP's. I've to see on that one. When a player kills the tower, the CP should go under the control of the forces control.
Also the info about upgrading AA gun is wrong. Instead of damage, it should be 300+ range.
I'm not here to harp about rights to edit or anything of the sort. But I am here to warn you. I know that the original battle tanks has ceased to work since patch 1.24, seeing how yours is just a spin-off I'm assuming it doesn't work either. The warning: if it no longer works, you MUST find someway or someone to fix it for the patch (we can't just let Btanks die out).
I'm not here to harp about rights to edit or anything of the sort. But I am here to warn you. I know that the original battle tanks has ceased to work since patch 1.24, seeing how yours is just a spin-off I'm assuming it doesn't work either. The warning: if it no longer works, you MUST find someway or someone to fix it for the patch (we can't just let Btanks die out).
Both Battle Tanks 8.62 and Battle Tanks Insane 1.30 works in 1.24. Please verify before posting.
I'll release 1.31 hopefully as soon as 1.24b is released. The main reason is that my map protection tool don't work with 1.24 version maps due to some major changes blizzard did in 1.24.
Both Battle Tanks 8.62 and Battle Tanks Insane 1.30 works in 1.24. Please verify before posting.
I'll release 1.31 hopefully as soon as 1.24b is released. The main reason is that my map protection tool don't work with 1.24 version maps due to some major changes blizzard did in 1.24.
I apologize, I had 8.61c when the patch came out, and I didn't know about the new version (Battle Tanks wont' show up in my search anymore, perhaps it mysteriously disappeared), considering Battle Tanks is one of my favorite maps and the first map I found out didn't work from patch, I was really worried that it wouldn't be updated and, therefore, lost forever.
1.31b
Added a new structure: Shield Generator
New feature: Healing rate is now shown on tanks
Reworked the shield battery item. It does now work as a minor shield generator.
Reduced the costs of super weapon consumables
Missile Silo upgrade cost increased from 2500 to 4000
Missile Silo total mana and mana regeneration has been increased by 6 times
Cruise missile mana cost also increased by 6 times
Effect of upgraded battery into Missile Silo reduced from 220% to 40%
Cruise missile damage increased by 50%
Cruise missile does now half damage against structures
Cruise missile evasion reduced from 50% to 33%
Fixed a mana cost bug with the root strike ability
Reduced the cost on Jet Thruster from 2500 to 2250
Minor bugfixes and balance changes...
The missile silo was unbalanced when an upgraded battery was put into it. The silo does now cost more and cuz of that it does more damage. However the batteries affects it much less now and it's a waste of money putting a battery inside it now.
The other major addition to this game is the shield generator which is a major addition. When you conquer a cp, it's way better than a bunker, but cost-wise it's better to choose a bunker when you cannot afford.
Can be built on a ruin. Costs 3500 gold.
Upgrade battery 2 times - Total item value is 17500 gold
It's to prevent surgical kills and unfair base kill. AI control the Ion Cannon and Artillery Support. It's designed this way that it's not supposed to fire behind enemy lines.
It's actually triggered by creep attacks.
As for the missile silo, the players have full freedom here to fire at any target in range.
Seems like the new shield system works well. But there are some complications with it which need to be fixed rather quickly after doing a test game.
Edit_
Changelog
1.32
Added a new mode: -sd
Shield Defense Mode provides your main base 3 shield generators
Reduced the cost of shield generator from 3500 to 3000 (buff)
Reduced the Shield Battery item upgrade cost from 13000 to 10000
Shield battery item does now only absorb 5 mp pr damage instead of 10 mp
Earth magic range is changed from 444 to 666. Damage reduced accordingly
The Trader does now have a AoE shielding ability
Fixed a bug with the Battle Fortress Cannon ability which did double damage at level 5
Fixed a bug that caused the shield battery item to instantly heal the towers to 100%
Fixed a bug that caused the shield sphere from not disappearing sometimes
Fixed a bug with the -st mode
Minor tweaks...
Now everything should be in place. Fixed the shield bugs and Artillery CP should be capturable again in -st mode.
The map seems to be done very well. There are lots of utility systems which make game easier and diverse. I like the idea of upgrading the weapons and selling them to team.
The only thing I didn't like was the camera because it was a bit too far for me. I didn't notice any camera settings so I guess you could add them.
Please be more constructive if you're giving a 1/5 for a map that's been put a lot of effort in for now I asked for a removal of that post.
My Review
Battle Tanks is a nice map, kinda similar to Battleships (for those who know that) and a unique AoS. It's an enjoyable map with nice custom spells and it really makes you want to aim for the best possible tank. A little weakness I think is the strength of most weapons. I wont say the map is imbalanced (Tinker is weak with a lot of Gold, but ok), but in my opinion most spells would be better when weakened a bit. Now you don't seem to need skills to win a battle, except for being able to guess who wins it.
This is just a matter of taste and perhaps some people enjoy a with a faster pace compared to DotA for example.
Hint!:
Maybe another preview screen would make this map more attractive so it gets more downloads.
Rui's review for TKF's "Battle Tanks Insane" (v1.31b)
The game "Battle Tanks", by Bob666, is already well-known. This is "Battle Tanks Insane", a spin-off by TKF.The first thing you'll find weird is the minimap picture. It illustrates what this spin-off features. I'd call it unnecessary, but none of these features are mentioned in the map's description, here at The Hive Workshop, so perhaps it's indeed necessary. We don't even know what each mode does.Speaking of features, what is new in "Battle Tanks Insane"? Aside from a couple of new effects and tanks, I found everything to be close to the original. But the question is, why would "Battle Tanks" need new tanks? For the sake of importing models?What bothers me the most is that I still can't find a logical explanation for the tank and item prices. It isn't explained anywhere.
Speaking of the gameplay itself, I think air heroes are imbalanced. I started out as a Tinker and decided to remain one, but I was constantly being killed by a high-range missile launched by a Demolisher, until I realized it was pointless. What I did was buy an helicopter and purchase high-range weaponry. Able to fly over the cliffs, pointless is to say I got a lot of gold in only a few minutes, allowing me to purchase an even better air hero and better weapons. My team also bought air heroes, and we eventually won.
Last I can only say the map's interface is rich, with very informative descriptions (maybe that should also be applied to hero abilities), but that is not new in a "Battle Tanks" map.
My rating for this map is 2/5 (Lacking). The map does not have a good description.Offense type removed.
Thanks for the review. And as for the air heroes, they are weaker than ground tanks and are balanced in the same was as normal battle tanks. The features of the battle tanks insane is much the same as in normal battle tanks, so little is changed and the original battle tanks is much better than this garbage.
1: trader energy shield learn tooltip has error (level 4 says mana instead of energy)
2: make player missile silo fire missiles automaticly like AI (or at least allow ability to do so)
3: allow abilties to be upgraded (plasma tower torpedoes, cruise missile, artilery, etc) with upgrades and make them start weaker
4: make all shields fainter (mass shields hurts eyes)
5: make shield generators not absorb damage if it will push thier health is bellow 25% (for damage not directed toward the generator)
6: increase max level of updates (i like to use the income from force out of upgrades to rigg my side and mass towers )
7: dont call your map garbage
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