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Language Filter Defensive, StaticBlocks all flame-related words (like ***** and ****) for the entire match.
a better Infection:InfectionOffensive, SpellFor short amount of time, your bullets are cursed with a lethal virus. The first enemy you hit, will get infected, and slowly lose hp untill he dies/get's a medkit. Whenever he is close enough to another player (Friend of enemy, doesn't matter) he infects him too, but for each another person infected the total damage is cut in half. So:First person infected - 200% HP loss (To ensure he will die, even with wartmh, warstandard and so) Second person - 50% Third person - 25% etc.whoever died(not just by killed by infection, bullets too) will add a Zombie to the other team.
Ok heres one of my own ideas, i dunno if its already been said but i cant be othered to read 10 pages =PSpell Name: FakeSpell Category: Non-StaticSpell Type: Defense /defCooldown: 150 secs, every lvl it will go down by 5 seconds.Ability: This will make you fake your own death and allow you to remain that way indefinetly untill you choose to release it. While under the power of this spell you cannot move, shoot or cast other spells aside from releasing yourself from the spell itself. To release it and cast it you do "/def". When you do release it your health, ammunition, weapons, jet, everything except still having the flag if you did have it will be the same as of the exact moment you cast the spell.Sounds like a alright idea to me. This is Felix the australian who plays in the enesce hexer server XD
Burning Alive REDONE 2:Offensive, Hybrid.Static part:Every kill you make gains a charge.Spell part:When you gain 5 charges and use the spell, it sets the closest player on fire, the fire slowly hurts the player according to if he has warmth or warstandard is on. For every level, a small amount of damage is added on. 1% of damage per skilllevel. Using double body while on fire will set the closest enemy near you on fire giving you his health, weapon, and so on. But that is if you are still on fire. The fire does not last long to make sure no lag will be made. Cooldown is 150 seconds.I will keep working on this if I have to.
Spell Name: FakeSpell Category: Non-StaticSpell Type: Defense /defCooldown: 150 secs, every lvl it will go down by 5 seconds.Ability: This will make you fake your own death and allow you to remain that way indefinetly untill you choose to release it. While under the power of this spell you cannot move, shoot or cast other spells aside from releasing yourself from the spell itself. To release it and cast it you do "/def". When you do release it your health, ammunition, weapons, jet, everything except still having the flag if you did have it will be the same as of the exact moment you cast the spell.
lockspellwhen cast, opposing team is not allowed to use any spells (not including static abilities) for 5 seconds, with a cooldown of 240 seconds. coll reduced 5 sec and duration increased .5 sec every level. (optional) any attempt to cast spells with restart that cooldown
lock v.2spellwhen cast, closest opponent is not allowed to use any spells (not including static abilities) for 5 seconds, with a cooldown of 180 seconds. cool reduced 5 sec and duration increased .5 sec every level. (optional) any attempt to cast spells with restart that cooldown
How is that approved and not my Burning Alive?I have done 4 of these! And each one has a slight difference in either cooldown or what they do.Thief:Offense, spell:When used, the closest enemy towards you looses all his ammo, nades, and has to be forced to fully reload. Much like Disarm, but doesn't take away the weapon, it just forces that person to reload and takes all his nades away.70 cooldown with -1 second/ skilllevelBerserker:Offense, spell.When used, your health drops by half but your ammo triples in strength. Good for automatic weapons.80 second cooldown with -1 second/ skilllevelBody armor:Defensive, spell/static:Spell part: When used, you gain body armor.Static part: Body armor does not go away until death.100 cooldown starting at death with -1 second/skilllevel
Cooled Down:Defense, spell.When used, all your spell's cooldowns are automatically reset, so they can be used again.220 second cooldown with -1 second/skilllevelWeakling:Defense, spell.When used, your closest enemy will become weak, as in every shot does only half the damage for 10 seconds.60 second cooldown. +1 second/skilllevel