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Give extra points when killing a person who's resistant to your turret/crit, based on how resistant they are, crit kills do not count unless the enemy has crit resistance instead. some examples: Killing an enemy with thunder while they have 10% thunder resistance: 10 --> 11 Killing an enemy with thunder while they have 50% thunder resistance: 10 --> 15 Killing an enemy with a crit while they have 50% crit resistance: 10 --> 15 Killing an enemy with a mine/grenade while they have 25% mine/grenade resistance: 10-->12 Killing an enemy with any turret while they have 20% global resistance: 10-->12 it rewards the person for managing to take someone who had an upper hand against your turret. an additional idea: increase all non-heal points by 10% when you are initiating content with no modules at all (minimum of 1 points otherwise).
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By JustBlackWolf · Posted
>nerfs Isida into the ground >releases overpriced skin for Isida Absolute cinema -
I thought about a few new augments and re-thinking a current augment. Pulsars and Quasars exist in real life and so do in TO as augments, so I thought of extending this space-like augment line with 2 more. One of them is Megnetar and the second is Hypernova. They should be for all turrets eventually. These augments could be a part of UFO/Cosmonautic days event with RF skins Quasar: All forms of turret damage increased, short range (for salvo damages you can't decrease the range so increase the reload) Magnetar: Low damage, faster reload, long range, higher critical chance, slower turret speed Hypernova: Damage is not distance dependant (increased range for melee turrets), 1% chance for critical but extremely high critical damage, increased recoil (decrease cone angle for melee turrets) high impact force, faster projectile speed (projectile speed and impact force doesn't affect melee range turrets so increase the damage a little bit) Some logic must be used when making these augments, for example we can't give the same impact force increase for all turrets like hammer and gauss, but also true for all type of stats, damage, reload, critical chance ...etc I will show an example of these three augments with Tesla and Scorpion (one melee and one long range, no medium because its almost the same as long range) and a re-work of the currently existing Shaft Quasar augment. Shaft "Quasar" augment re-work Advantages Min. sniping damage: +190% (2030) Max. sniping damage: +90% (6270) Arcade damage: +125% (1575) Arcade critical damage: +125% (2025) Disadvantages Sniping shot reload time: +50% (15 seconds) Range of max damage: -50% (60m) Range of min damage: -50% (90m) All sniping shots will consume the full energy bar and so require a full reload Tesla "Quasar" augment Advantages Damage: +125% (2025) Critical damage: +160% (3016) Ball lightning damage: +160% (3016) Disadvantages Range: -40% (15m) Ball lightning range: -40% (60m) Tesla "Magnetar" augment Advantages Reload: -50% (0.5 sec) Range: +100% (50m) Critical chance = 30% Disadvantages Damage: -55% (405) Turning speed: -50% (90°/s) Turning acceleration: -50% (90°/s²) Tesla "Hypernova" augment Advantages Range: +40% (35m) Damage: +15% (1035) Critical damage: +250% (4060) Disadvantages Critical chance = 1% Cone angle: -50% (10°) Scorpion "Quasar" augment Advantages Damage: +130% (2668) Critical damage: +130% (3220) Damage per rocket: +130% (920/rocket) Disadvantages Range of max damage: -50% (60m) Range of min damage: -50% (90m) (Not increasing the reload for Scorpion salvo because the rockets are only viable on short range) Scorpion "Magnetar" augment Advantages Reload: -50% (1.3 sec) Aiming time: -50% (0.5 sec) Salvo reload: -50% (4.5 sec) Range of max damage: +100% (240m) Range of min damage: +100% (360m) Critical chance = 40% Disadvantages Damage: -55% (522) Damage per rocket: -55% (180/rocket) Turning speed: -50% (45°/s) Turning acceleration: -50% (45°/s²) Scorpion "Hypernova" augment Advantages Critical damage: +190% (4060) Impact force: +100% (14 cond. units) Shell speed: +100% (1400 m/s) Weak damage = 100% Disadvantages Critical chance = 1% Recoil: +50% (4.5 cond. units)
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By WieLKo-PoLski · Posted
Tankifund will be in like about 3 weeks, according to what it's written in the announcement. -
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