Ideas for new Tactics (resurrected)
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Ideas for new Tactics (resurrected)
It was discussed long ago that in V2 some new tactics shall be needed. Let us bring forth our ideas, together with an opinion of which alts should be able to do that.
For example:
Intercept (Jet, Air Animal alts tactic)
Using this tactic, a bot can Intercept opponent's action, whether it be an attack or a tactic use. The higher the tactic, the better chances of successful Intercept are (compared to opponent's Tactic and Skill).
(I do believe that Jets should Intercept rather than Strafe... After all, what do we have other Strafers for?)
Poison (Insect, Land Animal, Small Animal, Monster alts tactic)
If this tactic succeeded against an opponent, then each time that opponent takes an action he is damaged slightly by poison.
Fortify/Board (Battlestation, Shuttle alts tactic)
Using this tactics, a bot provides a bonus for all bots on his side (received damage lessened or armor increased) for a number of turns (until his next action). This represents others boarding that bot and firing from behind his armor.
Mount/Wield (Bike, Weapon alts tactic)
Using this tactics, a bot becomes a battlesteed/weapon for one other bot on his side. Together they execute an attack with combined Speed and Strength.
For example:
Intercept (Jet, Air Animal alts tactic)
Using this tactic, a bot can Intercept opponent's action, whether it be an attack or a tactic use. The higher the tactic, the better chances of successful Intercept are (compared to opponent's Tactic and Skill).
(I do believe that Jets should Intercept rather than Strafe... After all, what do we have other Strafers for?)
Poison (Insect, Land Animal, Small Animal, Monster alts tactic)
If this tactic succeeded against an opponent, then each time that opponent takes an action he is damaged slightly by poison.
Fortify/Board (Battlestation, Shuttle alts tactic)
Using this tactics, a bot provides a bonus for all bots on his side (received damage lessened or armor increased) for a number of turns (until his next action). This represents others boarding that bot and firing from behind his armor.
Mount/Wield (Bike, Weapon alts tactic)
Using this tactics, a bot becomes a battlesteed/weapon for one other bot on his side. Together they execute an attack with combined Speed and Strength.
- Elcor
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I really like the last two, Fortify/Board becuase it would give alts which I have found difficult to get decent builds with a new use, Mount/Wield becuase it sounds like the simplest way to implement the 'masters and minicons.
Im not exactly sure what Intercept would actully do, can you clarify that?
Im not exactly sure what Intercept would actully do, can you clarify that?

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Redimus - Guardian Of Seibertron
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Just guessing, but if I'm reading it right, 'Intercept' would basically be either A; a tactic similar to Avoid or an attack just missing in that it would prevent an enemy attack from doing any damage or B; A, plus doing damage of your own to the enemy in addition to not taking damage from their attack...

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turbomagnus - Headmaster
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turbomagnus wrote:Just guessing, but if I'm reading it right, 'Intercept' would basically be either A; a tactic similar to Avoid or an attack just missing in that it would prevent an enemy attack from doing any damage or B; A, plus doing damage of your own to the enemy in addition to not taking damage from their attack...
So, shooting the oponant's fire out of the sky before it hits an allie? That kinda thing?

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Redimus - Guardian Of Seibertron
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Intercept means, basically, that your bot sacrifices his attack to prevent one enemy's next attack.
Could be useful when fighting damage dealers (like rammers) and your bot has an advantage in Speed (which Jets are supposed to have anyway). Slow Rammers, beware!
Could be useful when fighting damage dealers (like rammers) and your bot has an advantage in Speed (which Jets are supposed to have anyway). Slow Rammers, beware!

- Elcor
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Elcor wrote:Intercept means, basically, that your bot sacrifices his attack to prevent one enemy's next attack.
Could be useful when fighting damage dealers (like rammers) and your bot has an advantage in Speed (which Jets are supposed to have anyway). Slow Rammers, beware!
Sounds like it has fantastic potential to become Enduring Repair mark 2.

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Redimus - Guardian Of Seibertron
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Redimus wrote:Sounds like it has fantastic potential to become Enduring Repair mark 2.
You mean a Repairer that repairs himself faster than the enemy deals him damage? I believe this is impossible even at the Arena... Am I wrong?
And, by the way... Even if it's possible... What's wrong with it?
- Elcor
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It didn't use to be impossible in the area. THough I don't believe that this proposed tatic would be anything close to that bad. Worse case is its a tatic similar to avoid just with a different name.
Claw/Bite--For land animals, name basically says it all.
Single shot--for weapons basically a ram version of strafe.
Multi-ram--Like Prime in the movie.
Flame-a tatic that centers on one target but effects others as well
Immobilization--frees transformer in alt mode for a period of time. Bot can only perform tatics if the RNG selects them. If it picks another attack it blocks it.
Bot A attempts to attack with gun, immobilization effect blocks attempt.
Claw/Bite--For land animals, name basically says it all.
Single shot--for weapons basically a ram version of strafe.
Multi-ram--Like Prime in the movie.
Flame-a tatic that centers on one target but effects others as well
Immobilization--frees transformer in alt mode for a period of time. Bot can only perform tatics if the RNG selects them. If it picks another attack it blocks it.
Bot A attempts to attack with gun, immobilization effect blocks attempt.
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- Silverbolt
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Silverbolt wrote:Claw/Bite--For land animals, name basically says it all.
Slash - An attack that is performed by certain land animals (lions, cheetahs, jaguars, pumas, hyenas, velociraptors, etc.) that is similar to the tactic Strafe. This attack consists of slashing and/or biting multiple targets.
I consider this one extremely close to your aforementioned tactic, SB.
Silverbolt wrote:Multi-ram--Like Prime in the movie.
Rush - An attack similar to the effect of Strafe although it is done in a ramming fashion. While Rush is similar to Ram, because of it's mult-target capabilities it is much more expensive than traditional Ram.
You like?
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i got 2
Sandstorm Made by jets, fast moving cars etc. reduces accuracy (speed i spose) by driving or flying really quickly to whip up dust and debris. affects one or more.
Backattack Same as avoid, except minor damage is done to the attacking TF as the defender leaps/flies/wahtever out of the way, and exectues a minor attack (5% say).
Sandstorm Made by jets, fast moving cars etc. reduces accuracy (speed i spose) by driving or flying really quickly to whip up dust and debris. affects one or more.
Backattack Same as avoid, except minor damage is done to the attacking TF as the defender leaps/flies/wahtever out of the way, and exectues a minor attack (5% say).
- y2si
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I'll contribute some too.
Powerdive: Aside from being a canon name, ram for jets. Attack takes damage equal to one quarter to one half. And before people complain, there are characters who this attack would fit according to their bios.
Doubletap/Doubleshoot: Generally, it should apply to anyone with a gun, but for altmodes it would apply to weapons. Basically strafe that only shoots twice, and hits the same target.
Leap Attack/Pounce: Land animals, it's pretty simple. Though it could pretty easily be viewed as a non-alt tactic.
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Eclor: There was a time a ways back that repairers where allowed to repair themselves. It lasted for all of 5 minutes, as people took advantage of it and caused a server crash from two of the high people at the time sending enduring repairers into the arena against each other.
Powerdive: Aside from being a canon name, ram for jets. Attack takes damage equal to one quarter to one half. And before people complain, there are characters who this attack would fit according to their bios.
Doubletap/Doubleshoot: Generally, it should apply to anyone with a gun, but for altmodes it would apply to weapons. Basically strafe that only shoots twice, and hits the same target.
Leap Attack/Pounce: Land animals, it's pretty simple. Though it could pretty easily be viewed as a non-alt tactic.
--------------
Eclor: There was a time a ways back that repairers where allowed to repair themselves. It lasted for all of 5 minutes, as people took advantage of it and caused a server crash from two of the high people at the time sending enduring repairers into the arena against each other.

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Individual Tactics
Recover: 2.5% chance/per point in tactic of TF 'Recovering' and returning to battle after reaching stasis lock.
Individual OR Group Tactics:
Attackback: (or Counterattack) Attacked TF (individual) or random allied TF (group) gets a 10% chance/per point in tactic of attacking the TF that just attacked target (Individual) or ally (group). - Note, Counterattack functions just like a basic attack, including the possiblity of missing or being avoided.
Group Tactics:
Shootback: (or Avenge) Upon TF with this tactic being stasis locked, remaining teammates (up to three) have a chance to attack the enemy and avenge their fallen comrade.
1 point - one TF, 17% chance of attacking
2 points - two TFs, 17% chance
3 points - three TFs 17% chance
4 points - one TF, 35% chance
5 points - two TFs, 35% chance
6 points - three TFs, 35% chance
7 points - one TF, 50% chance
8 points - two TFs, 50% chance
9 points -three TFs, 50% chance
10 points -One TF, 70% chance
Rally: Similar to Recover, 2.5% chance/per point in tactic of an allied TF returning to battle when TF with Rally is stasis locked.
Sacrifice: 2.5% chance/point of 'sacrificing' a TF with lower health (or maybe of lower level) to return this TF to battle with full health.
(Can anyone guess what I've been playing lately?
)
Recover: 2.5% chance/per point in tactic of TF 'Recovering' and returning to battle after reaching stasis lock.
Individual OR Group Tactics:
Attackback: (or Counterattack) Attacked TF (individual) or random allied TF (group) gets a 10% chance/per point in tactic of attacking the TF that just attacked target (Individual) or ally (group). - Note, Counterattack functions just like a basic attack, including the possiblity of missing or being avoided.
Group Tactics:
Shootback: (or Avenge) Upon TF with this tactic being stasis locked, remaining teammates (up to three) have a chance to attack the enemy and avenge their fallen comrade.
1 point - one TF, 17% chance of attacking
2 points - two TFs, 17% chance
3 points - three TFs 17% chance
4 points - one TF, 35% chance
5 points - two TFs, 35% chance
6 points - three TFs, 35% chance
7 points - one TF, 50% chance
8 points - two TFs, 50% chance
9 points -three TFs, 50% chance
10 points -One TF, 70% chance
Rally: Similar to Recover, 2.5% chance/per point in tactic of an allied TF returning to battle when TF with Rally is stasis locked.
Sacrifice: 2.5% chance/point of 'sacrificing' a TF with lower health (or maybe of lower level) to return this TF to battle with full health.
(Can anyone guess what I've been playing lately?

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turbomagnus - Headmaster
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Sabotage - Cassette, Hovercraft and Small Animal alt classes
Character with this tactic equipped is able to disrupt opponent functions in some way to be determined. This may include reducing the efficacy of opponents' group tactics, destroying/subverting opponents' environmental advantages (eg - turrets on an opponent's base/territory) or sneak attacks against opposing warriors. Requires INT to unlock, SKL as a tactic booster.
Disable - Emergency Vehicle alt class
Character with this tactic equipped uses their medical knowledge to target weak/vital areas on an opponent's body, preventing opponent from transforming until either
(a) A certain number of turns have passed, determined by the number of points in "Disable"
(b) Opponent is Repaired by one of their allies.
SKL serves as the tactic booster for this one as well.
Character with this tactic equipped is able to disrupt opponent functions in some way to be determined. This may include reducing the efficacy of opponents' group tactics, destroying/subverting opponents' environmental advantages (eg - turrets on an opponent's base/territory) or sneak attacks against opposing warriors. Requires INT to unlock, SKL as a tactic booster.
Disable - Emergency Vehicle alt class
Character with this tactic equipped uses their medical knowledge to target weak/vital areas on an opponent's body, preventing opponent from transforming until either
(a) A certain number of turns have passed, determined by the number of points in "Disable"
(b) Opponent is Repaired by one of their allies.
SKL serves as the tactic booster for this one as well.

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Yet another wicked idea:
What about faction-specific tactics? Usable in robot mode, with increase in Rank giving access to more powerful faction-specific tactics.
Something like this:
Rank Autobot faction tactic Decepticon faction tactic
1 Stand firm Aggression
5 Protect Sacrifice
10 Encourage Terrorize
Stand firm - Autobot faction tactic.
A bot using this tactic adds his Courage to his Endurance when calculating damage he will receive from next enemy attack (total sum cannot be more than 10, though).
Aggression - Decepticon faction tactic.
A 'con using this tactic adds his Skill to his Strength when calculating damage from his next attack (total sum cannot be more than 10, though).
Protect - Autobot faction tactic.
A bot using this tactic prepares to take next enemy attack on himself regardless of who it was aimed at. Because of being prepared, he receives less damage (exact amount calculated by level of this tactic) of what the target would receive otherwise.
Sacrifice - Decepticon faction tactic.
A 'con using this tactic redirects the damage which would be dealt to him in the next attack to another 'con with lower Rank.
Encourage - Autobot faction tactic.
A bot using this tactic raises effective Courage of all 'bots in his team by a number of points calculated from level of this tactic, but not above 10. The effect lasts until his next action.
Terrorize - Decepticon faction tactic.
A 'con using this tactic lowers effective Courage of all enemy 'bots by a number of points calculated from level of this tactic. The effect lasts until his next action.
(All this is just an example of possible tactics)
Something like this:
Rank Autobot faction tactic Decepticon faction tactic
1 Stand firm Aggression
5 Protect Sacrifice
10 Encourage Terrorize
Stand firm - Autobot faction tactic.
A bot using this tactic adds his Courage to his Endurance when calculating damage he will receive from next enemy attack (total sum cannot be more than 10, though).
Aggression - Decepticon faction tactic.
A 'con using this tactic adds his Skill to his Strength when calculating damage from his next attack (total sum cannot be more than 10, though).
Protect - Autobot faction tactic.
A bot using this tactic prepares to take next enemy attack on himself regardless of who it was aimed at. Because of being prepared, he receives less damage (exact amount calculated by level of this tactic) of what the target would receive otherwise.
Sacrifice - Decepticon faction tactic.
A 'con using this tactic redirects the damage which would be dealt to him in the next attack to another 'con with lower Rank.
Encourage - Autobot faction tactic.
A bot using this tactic raises effective Courage of all 'bots in his team by a number of points calculated from level of this tactic, but not above 10. The effect lasts until his next action.
Terrorize - Decepticon faction tactic.
A 'con using this tactic lowers effective Courage of all enemy 'bots by a number of points calculated from level of this tactic. The effect lasts until his next action.
(All this is just an example of possible tactics)
- Elcor
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Ah, I love coming up with these!
Beat Down-For all alt modes. A rare (as in doesn't happen often) where your robot snaps and atacks a single opponent until it goes into stasis lock, however your robot is defense-less for 20-50 seconds (the time lessens as the tactic increases in value).
Working off of Silverbolt and Quiet Storm...
Momentum-A tactic that appears when ram (and perhaps strength?) reaches a certain level (most likely 5). This allows one ram to hit multiple opponents but only at max 3 or 4. It's exspensive because it's only available after ram has been upgraded a lot.
Collateral-Appears for all alt modes when either strength or firepower reaches 10. Any attack has the chance of causing minor damage to opponents other than the main target of the attack through flying debris or blast shockwave. As tactic is upgraded, it happens more often and causes more damage.
Beat Down-For all alt modes. A rare (as in doesn't happen often) where your robot snaps and atacks a single opponent until it goes into stasis lock, however your robot is defense-less for 20-50 seconds (the time lessens as the tactic increases in value).
Working off of Silverbolt and Quiet Storm...
Momentum-A tactic that appears when ram (and perhaps strength?) reaches a certain level (most likely 5). This allows one ram to hit multiple opponents but only at max 3 or 4. It's exspensive because it's only available after ram has been upgraded a lot.
Collateral-Appears for all alt modes when either strength or firepower reaches 10. Any attack has the chance of causing minor damage to opponents other than the main target of the attack through flying debris or blast shockwave. As tactic is upgraded, it happens more often and causes more damage.

- Thanatos Prime
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Resupply - Battlestation alts tactics.
The 'bot using this tactic reloads weapons of several (all when tactic is fully researched) Transformers of his faction in a battle or, if one's weapon is loaded, repairs his health a little.
I'd like Aircraft Carriers do this tactic... but that'd be applicable only to Jets, Airplanes and Helicopters - too impractical, IMO.
The 'bot using this tactic reloads weapons of several (all when tactic is fully researched) Transformers of his faction in a battle or, if one's weapon is loaded, repairs his health a little.
I'd like Aircraft Carriers do this tactic... but that'd be applicable only to Jets, Airplanes and Helicopters - too impractical, IMO.
- Elcor
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Elcor wrote:Resupply - Battlestation alts tactics.
The 'bot using this tactic reloads weapons of several (all when tactic is fully researched) Transformers of his faction in a battle or, if one's weapon is loaded, repairs his health a little.
I'd like Aircraft Carriers do this tactic... but that'd be applicable only to Jets, Airplanes and Helicopters - too impractical, IMO.
There's no need for ressupply at the momment, since there's no ammo. And Battlestations can already learn repair.
People need to remember that as of right now, tactics are what the character does when it transforms into it's altmode, so somethings don't make alot of sense. I don't know if V2 is going to be any different, it'd be nice if we had abilities that didn't require a alt mode to do, but for now, keep the alt modes in mind.
If I'm wrong, please someone with more knowledge on the subject than I correct me.

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Absolute Zero - Faction Commander
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Stealth - A mech can, for a set period of time determined by the tactic's level, remove himself as a potential target. Does not work if the mech is the only remaining target (can't hide if everyone is paying attention to you). Can be foiled by opponents with high Int.
Outwit - A mech can redirect an attack made by an opponent or an environmental hazard from itself to a different opponent (the old cartoon tactic of diving out of the way while opponents blast each other). Would have a lower instance of occurance than Avoid to balance it out. Can also be foiled by opponents with high Int.
Outwit - A mech can redirect an attack made by an opponent or an environmental hazard from itself to a different opponent (the old cartoon tactic of diving out of the way while opponents blast each other). Would have a lower instance of occurance than Avoid to balance it out. Can also be foiled by opponents with high Int.
- Rat Convoy
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Dreadwind wrote:Elcor wrote:Resupply - Battlestation alts tactics.
The 'bot using this tactic reloads weapons of several (all when tactic is fully researched) Transformers of his faction in a battle or, if one's weapon is loaded, repairs his health a little.
There's no need for ressupply at the momment, since there's no ammo. And Battlestations can already learn repair.
But there is a weapon reload time, while 'bot is forced to use his bare hands on enemy.
Resupply sets this time to 0 for targeted bots.
And about a repair - that's MASS repair. Rather than do it individually, do it to a group.
And, thirdly, what's so special for Battlestations to have Repair? Everything does, there's even a Repair Tank alt

Now, for Battlestations to have Resupply and Fortify tactics - that'd make them something special!!!

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