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Everything posted by Kill_the_Propaganda2
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:3
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But Firebird is a spray turret, while Hammer is an instant hit. So I cannot imagine Hammer's impact force on a Firebird.
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I'm not sure about these 500,000-crystal Generalisimo-unlocked alterations. That price and unlock rank just shows that it would be inherently unbalanced and/or hard to balance. But let's ignore that and focus on the parameter changes: 50% more damage puts it with the same damage output per second as Incendiary Mix. This alteration, to me, looks like an alternative to Incendiary Mix. And if I had to choose one, I'd choose Incendiary Mix disregarding the price and unlock rank of Dragon's Wrath. Why? First off, the energy consumption difference. Dragon's Wrath allows you to fire for ~4 seconds while Incendiary Mix allows you to fire for 10 seconds. Because of the differing energy consumption rates, the one with the lower consumption will have the advantage when their fuel is very low or empty. Incendiary Mix will recover a lot more ammo from 2 seconds of reloading than Dragon's Wrath, which results in better self-defense at that crucial period. Next the afterburn. This is where the alteration has an advantage over Incendiary Mix. If they both shoot at an enemy at point blank range and pressed up against the wall, DW would do more damage over time, but here is where that gets affected: this impact force you'd like to add to it. 150% of 0 is still 0 so I don't know how much impact force it is supposed to have. I had thought of a Breeze turret many years ago but I couldn't find a way to make it balanced (with my little knowledge of the game at the time). But if the melee turret has impact force, well then it contradicts its range. Your pushing away targets from your maximum damage range, which is very undesirable if you'd like to do full damage. So if it is to stay with the impact force, then maybe the minimum and maximum damage range should be increased to facilitate the impact force. But those are extra parameter changes that may confuse players. Not sure if this one'll work out. Incendiary Mix seems like the better option anyway.
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Ok, now I can visualise it. So the sniper shot damages, at most, 4 players? Alright. This sounds like it shouldn't be a fixed number but rather, upgradable alongside the damage parameter for the Gauss. To make this easier, I'll set the price and rank unlock for this to and 180,000 crystals just to discourage the use of M0,1 or 2 Gausses. What I was seeing in my mind was it hitting a target for relatively lower damage but the arcs will happen every 0.65 seconds. Something like M4 Gauss dealing 660-1,085 damage for a sniping shot but it will then arc to the closest target for 858-1410, and then to the next closest target for 1115-1833, and then the last target for 1226-2016. I put it as large damage ranges because it's likely that they'd add RNG to it. This would make it less effective against lone targets but potentially more effective against grouped targets. How it spreads is like this. The range is capped at 10 metres. It hits the target then the closest person in a 10-metre radius will receive the first arc, then the closets player in a 10-metre radius to the 2ns victim will receive the 2nd arc, and then repeat for the 3rd person. Each arc would take 0.65 seconds to take effect. Thinking this over, this does sound more complicated than alterations usually are as the current ones are simple. It'll be hard explaining this to players.
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Wrong:
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I like it, but wouldn't that take away from what is unique to Hornet's Overdrive?
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Is that a fixed number for the capped damage for the arcs? I feel like that'll be powerful for the lower modifications. It's kind of confusing to visualise this. It is similar to the problem with Long-Rod Penetrator in this idea. Would it deal splash damage and then arc the electricity for more damage? What if 5 enemies are in the radius? How would it work there?
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The developers removed this feature as it proved very difficult to balance. if I remember correctly, they said it wouldn't be coming back, so it's futile to suggest an alteration that enables Isida's late vampirism.
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More rewarding and easier to handle.
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Patch Notes (30/07/2019): New verb tense conjugation: Simple Future Tense Telstelun - to play Ri treya telstelun Ru treya telstelun Ere/Lon/Rin treya telstelun Vi tron telstelun Ve tron telstelun Present Participle: In order to form the present participle of -en verbs, the suffix -ing is added to the stem of the verb: Stufen - To survive Ri stufing - I am surviving Ru stufing - You are surviving Vi stufing - We are surviving In order to form the present participle of -un verbs, the suffix -ung is added to the stem of the verb: Censtun - To stay Ri censtung - I am staying Ru censtung - You are staying Vi censtung - We are staying Present participles acting as nouns take the determiner -den 3 new regular verbs added: Partlen - To separate Ubertun - To steal/rob (something of, or someone) Slisounun - To kick (something) 1 new prefix added: Uber - denoting that something is or was performed in a manner that was less than expected. e.g "underperform". Degrees of Comparison for adjectives added: Comparative Degree: To form the comparative degree of adjectives, you add the suffix -er to the adjective: Tern - skinny Terner - skinnier Superlative Degree: To form the superlative degree of adjectives, you add the suffix -ander to the adjective: Tern - skinny Terner - skinnier Ternander- skinniest
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Understandable.
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Uh oh, looks like the mults you so hate will be getting their 70 points for absolutely now work.
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Something you need to know about temperature in Tanki. After reading the information, you'd understand the changes that would be needed to be made here. It would be more understandable if the % of minimum temperature the targets within the radius gets is linear to where in the radius they are. So players within 2 metres of the initial blast would be frozen for 50% of minimum temperature, and players at the edge of the radius would be frozen for 10% of minimum temperature. Everything else seems fine for now.
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As in put the changes into one separate topic?
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Magnum's "OP alteration" is currently Mortar, after its buff. And why should a turret have an OP alteration? This alteration idea is terribly imbalanced. Its disadvantages do not make up for its advantages. With the damage increase you proposed, this will increase the average damage for each modification of Magnum for it to be able to comfortably one-shot an unprotected light hull without using double damage. And in comfortably one-shotting light hulls without double damage, with double damage, you can comfortably one-shot heavy hulls. That is a no. Leaving a neon green trail would allow the enemies to know it's a Nuclear Reactor Magnum shooting at them, but if they try to get it, chances are, with that damage range, you'd kill them before they reach you. The minimum damage radius decrease would be negligible in this case. If you want to put more damage on Magnum, a slower reload is necessary. At , alterations would cost 140k crystals. Much better than the last one. I am opposed to letting a turret have the ability to stun players at random because of it tampering with Hunter's uniqueness, as well as its effects on charging turrets such as Railgun, Shaft, Vulcan and Magnums. Now, a 1-second stun is good enough. A 25% decrease in the splash damage radius is noticeable, but not small enough for something that will be stunning the enemy. The 25% decrease in damage is good. 15% more recoil may not be noticeable, although the projectile speed increase will. At , alterations would cost 90k crystals.
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I was already tailoring it to 100 metres, but I'll put it down to 70 metres to be consistent with the other short-range turrets. It'll be a melee-range turret with short-range capabilities.
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Patch Notes (3/7/2019): Four new nouns added: (Den) Dreal - A state of anxiety, fear and confusion. (Den) Skalkenskof - Rubbish/Nonsense (Den) Ronson - Street/Path (Len) Tuuo - Boss/Leader 2 new verbs added: Treamen - To dream Rolun - To do New regular verb tense conjugation rules added (Simple Past Tense) Hacrimen - to grow/increase in size Ri hacrimut - I grew Ru hacrimet - You grew Ere/Lon/Rin hacrimut - He/she/it grew Vi hacrimudit - We grew Ve hacrimudit - They grew 3 new prefixes added: Aza - denoting that something that is excessive Rer - denoting that something will continue forever. Ren - denoting that something is miniature or small in size or quantity. 2 new propositions added: Ante - Before Fenta - After 2 new adjectives added: Tishcuf - Angry/Upset Erimons - Happy/Joyous
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July Challenge & WAR extended by 48hrs
Kill_the_Propaganda2 replied to theFiringHand in News Archive
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Players complain that Thunder's effectiveness in the high-ranks in dwindling, and they would like a buff. However, in the low ranks, they're very powerful and prevalent. I was shocked when I saw more than Thunders on the enemy team. They had 6 Thunders. Six! For it to have so many, Thunder must be either easy to use, very rewarding, or both. If I didn't have Thunder protection, then my Mammoth was as good as done. It shouldn't come as a surprise the number of Thunder protection modules out there.
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Alright, understood. There isn't anything to base the charge off of to increase it by 20%. Putting the 20% increase in speed of the lock-on for it to be the new charging mechanic seems too fast. I'd say 2 seconds of charging for it to turn into a sniping shot, and then 5 additional seconds before overheating to aim at a target and shoot. I saw the issue because Gauss is harder to aim at a target horizontally when far away (its recommended range). When you're farther away, auto-aim has a greater effect and helps you a lot, but that is if the target in in your very thin line of sight. I noticed that trying to aim at someone very far away with Gauss is a huge problem because of how limited its lock-on mechanic is horizontally. It feels thinner than Striker's with its laser. So to avoid that, the best way to play this is with something flat (a Viking) at close-mid range so you wouldn't shoot to to near side of them and miss easily. I was also thinking of increasing the damage of the sniper shot, given that it would be harder to aim with now and can be prone to missing shots. It gives them incentive to keep charging. Either you deal the regular damage of Gauss, or keep charging and risk overheating to gain more damage. At , that would cost 60,000 crystals. Seeing that M2 Gauss is one of the weaker M2s, it looks like it could fit in there.
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Ugh, so many ideas to write on. Is there a rank unlock you would like to give this alteration? It took me a bit to understand what this alteration was supposed to do. Given Gauss' horrible long-range horizontal tracking, I can see this working out. You'd actually have to aim your sniper shots and/or let the vertical auto-aim do the work. Now, the lock-on system is disabled, but what do you mean by "charge speed"? Is that supposed to decrease the "Acquisition" statistic? Gauss has no "charge speed" so adding 20% to 0 is still 0. For the sake of continuation, let's just assume that it takes 2 seconds to charge a sniping shot. And releasing the fire button before it fully charges would shoot an arcade shot. When does the barrel glow? In your alteration effect list, you mention that it glows while charging but in the description, it's worded in a way that makes it seem like it glows orange only when it's overcharging. I'll assume that it's the former. And the orange glow can become more noticeable the longer it is being charged for. I like it overall, but two problems arise when handling Gauss with this alteration: 1) Impact Force: Since you have to aim your shots manually, it is likely that you will never get a clear shot if two or more players are shooting you at the same time. If it's a Twins player, you may have no chance. Letting the auto-aim do the work from long range is a great way to make this alteration useful. It is better to have the lock-on feature in this case. Because of the need to have precise aim, constant impact force may force you to overcharge while trying to achieve precise aim. 2) Close-range Combat: Gauss' average splash damage is 90% of the total damage done by the shot. Gauss' average splash damage range is 12 metres. That is the range of Thunder's splash damage itself. In that range, it is likely that you would receive just as much damage as the enemy or obstacle you shot. In that situation where you're trying to aim at them while moving, you may need to rock your hull to catch them but they may be close to you and you die as a result. I can see this working best with Viking only when undetected. From what I'm seeing in your post, it seems as if this is supposed to change your playstyle to be more reserved. Gauss has no laser and without that acquisition reticle, you wouldn't even know if you have your sights on that enemy far away or the wall behind them. Because of the many turrets that are capable of throwing your aim into the bin, I'd cap the stable charging time to 5 seconds. You get 2 seconds to charge your shot from an arcade to a sniper shot and you have 5 additional seconds to shoot it before you start overheating. Overheating rates: M0: 0.2/s M1: 0.28/s M2: 0.33/s M3: 0.43/s M4: 0.5/s
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Explain further please. The reload speed decrease puts it more on par with Stock magnum right now.
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Can you give me insight as to why you said no?
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I was curious as to how far and efficient I would be able to get with communication. I had planned to stop after I collected many more nouns, verbs and adjectives, established inflection rules for the past and future tense of verbs, as well as declensions for adjectives. What exactly do you mean "real world impact"? While creating the grammar, I think of it in a way where you'd be teaching it to children in a school. Is that what you mean? Sure, I'd like to see the research and application.
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Well if you look at the price and rank unlock, you'd notice that it is one of the "weaker" Stock M2s. Look at Vulcan, Ricochet, Freeze and Railgun. All 3 have M1s at a high price with Ricochet being the lowest priced. And then they have M2 versions that unlock early and are cheap. This is because of it not having a large increase in statistics. I think of it like this: You have 0 as a middle ground and -0.5 and 0.5 as the end of the spectrum. From M0-M1, some turrets have a big increase and the new ground for that turret may be around 0.2-0.5. Examples of these would be Railgun, Vulcan, Hammer, Thunder and Twins. For turrets like Smoky and Firebird, they would place around -0.3 to -0.2. And then we have the M1 versions to the M2 versions. M2 Smoky has a high price and unlock rank as well as a large increase in statistics. It would put its rating up to around 0.4. M2 Isida and Freeze though, would be put around -0.2 to -0.3 since they had a mediocre increase in statistics from M0 to M1 but then a very small increase from M1 to M2. For Gauss, it has a mediocre increase from M0 to M1 and a small increase from M1 to M2. So a large increase in sniping damage isn't going to be expected. And then you have what they told you about it being able to two-shot Vikings of the same modification. They kept their word since you'd be doing just that. And its unlock rank is earlier than the medium hulls' unlock ranks so it was expected (at least, by me) for it to not be able to easily one-shot its M2 medium hull counterparts from so early.
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