Sell turrents: Left on the D-pad downgrades any turrent you've built and gives you a 25% refund for level 3 and 2, a 50% refund for level 1. You can only downgrade/sell a turren you yourself have purchased. Lazerblazer: It's been said before, but how about a modest damage nerf(-15%?) against pros and have it drain juice rather than build it? This would provide players reason to stay out of it's range, build them in Crossfire, provide enemy players a reason to destroy them(especially in OT), and have zero effect on Blitz mode. A bonus side effect would also make them a good counter to incompetent juice rushers. You can't juice rush without juice. Longshot: As it stands, their shots move too slowly, don't turn fast enough, and their arcs often cause them to hit terrain obstructions instead of enemy targets. So, how about a 10% boost to travel speed, 10% boost to turn speed, have shots go through terrain(I'm assuming it would be a bother to code; but worth it if all four turrent types are useful), and give maybe a 50% damage nerf for it's projectiles against both firebases and other turrents? The buffs should make them useful enough to bother with, the nerf should keep it from being OP I imagine. Scrambler: We've been through this before as well, but...Remove their ability to deal damage to anything at all(save for the moneyball) and instead make their skill drain effect also drain juice rapidly. This way they're still a threat in both modes, are no more difficult to destroy, and are worth purchasing in Crossfire. Ballbuster Crossfire: There's only one moneyball, right in the middle of the arena. It's neutral, surrounded by neutral turrent nubs that either team can use, and each team's bot lanes lead straight to it as usual. The ball will be busted and fast, but that's the whole point. This way both teams are more or less always in the thick of the action, spawncamping will be a less viable tactic, and the matches will end up both more intense and much less likely to be drawn out affairs. Spawn Ejector: It could use a name that doesn't sound like a double entendre or euphemism, but how about an Ejector under and above the moneyball for each team with the button to activate both be in the middle of the spawn? The catch is that it would cost $100 and have a much longer cooldown. The idea is just to give just enough breathing room and create enough of an opening for a team that's being camped to break out. If it only has the same effects as a regular Ejector and only near the spawn/moneyball I don't imagine it'd turn the tide of a game; the losing team still needs to push the winning team back and anything that isn't close to their spawn/moneyball won't be affected. Support Heal/Hurt Blast: The Support has no use for the reload button while using the Heal/Hurt Gun, so why not give him an alternate option while using it? I propose a "blast" of energy that delivers a sudden strong dose of healing or hurting...But forces the gun into a cooldown state for a few seconds? This'd give him the option of a clutch heal on himself or friendly targets, but if the cooldown is just long enough to make it slightly less efficient over time compared to continually using the beam it'd hopefully be balanced well enough that it's useful without making any more or less useful than a continual application of the beam.
Wasn't really a fan of the gametype idea, but everything else, especially the Heal/Hurt gun "blast", I really liked.
Somehow I forgot to mention how I'd envisioned a team winning in "Ballbuster" mode. Whichever deals the most damage to the moneyball, obviously.
I'd make more sense if only bots could damage the ball in this middle at any time. That way you would have to control the map, rather than snipe it from your own base.
firstly, you want a lot of things to drain juice. good ideas? not without jacking their price. spammed much? the sniper doesnt need the MOST useful bot in the game. some of them are good ideas if it has a VERY mild juice drain rate. like if lazorblazors would drain as much juice as it gave while you taunt in front of it, it would be just about too much; it would need to drain about half as much as it gives for taunting in front of it. secondly, i have an additional idea. setting turret priority. the owner should be able to change priority from bots to pros (and for longshots to hit turrets). this way turrets would engage targets better. of course, it should be set to bots by default, but good players could use the choice. this was brought up before, but i still think turrets need a button to buy a heal for it. supports would still be useful cuz they can heal things for free, but paying a quarter of the turret's cost to heal it for 10 seconds at the rate a hhgun with silver rof endorsement would be fair. also, make it have a cooldown timer of course. since turrets are underpowered, a support being able to heal it at gold and silver rate at the same time would be GOOD.
I don't agree. I think if laser turrents drained juice they'd just force the most pathetic of juice rushers(the ones that don't actually even get kills except when juiced) to actually use a bit of strategy, and hopefully find out that it's possible to get kills without juice. If laser turrents drained juice, I know I'd definitely consider buying them in Crossfire. Juice drain making scramblers the most useful bot? Nah. They're still fairly slow and lacking in health. If they lost their melee in favor of adding juice drain on top of the skill drain, they're no more or less difficult to destroy than before and they'd also spice up Blitz more...Again by way of making juice a bit less of an end-all solution to things. Not bad. Anyone dumb enough to think the game is about deathmatch/KDR probably isn't going to have enough sense that buying useful turrents will help them out so I don't imagine it coming back to bite anyone in the ***. I dislike the idea a bit as it takes away from the Support's usefulness. He's already practically incapable of offense without juice and/or allies, allowing other classes to do his job in keeping the base defenses up would take away too much and make him obsolete.