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Everything posted by Antonio_IsidaXT
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These are augments that will have a big impact within the game, should not be easily accessible, whoever is really focused on support will pay any price for "Nanobots". To have Isda as before 367,500 is a low price to pay
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category Ideas for Hulls and Overdrives!
Antonio_IsidaXT replied to Ilia.ArchangeI in Ideas and Suggestions
Lightweight Construction Increases speed of your tank by: +20% Hull acceleration: +33% Life hull: -500HP Heavyweight Construction Light hull's weight: +200% Medium hull's weight: +150% Heavy hull's weight: +100% Life hull: +500HP Hull acceleration: -33% speed of your tank by: -20% -
if you consider what the game is currently balanced, I can say that you do not stand out without the advantages of the game
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I not trying do the augment useless, just a rebalancing of its power, Firebird Mk7 20 (Incendiary mix) is efficient against 50% protection, this cannot happen, you don't need to change the turret if you have this combination.
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I'm based on PRO battles not Supplies, Overdrives, Drones. just 50% protection is not enough!
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I really like Shaft, but when you equip Heavy Hulls, you expect to have security and protection, the game there already Striker Augment: Missile launcher "Cyclone" that has a minimum damage of 6320 HP and a maximum damage of 7760 HP, I don't think It is appropriate to have a turret with 4125 HP damage in a single shot, because even equipped with a 50% protection using Light Hulls you still die with a single shot.
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Shaft shouldn't have damage greater than 4000 HP (no turret should kill Heavy Hulls with a single shot) Incendiary mix: Firebird even using 50% protection with Medium Hulls dies easily
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kkkk Who are you!? I am not speaking on behalf of the clan, but of Antõnio, a PRO battle player, focused on supote and teamwork, drones are not my focus, as are Matchmaking battles
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category Ideas for Hulls and Overdrives!
Antonio_IsidaXT replied to Ilia.ArchangeI in Ideas and Suggestions
In the current scenario the Hornet's Overdrive - Scout Radar overdrive should ignore all game protections except modules, this way just use Double Damage, and you will have the same damage on an opponent with 50% mudule -
category Ideas for Hulls and Overdrives!
Antonio_IsidaXT replied to Ilia.ArchangeI in Ideas and Suggestions
But it will only be one per team, it is very stressful to play against a team with several Hornets or Hunter with Overdrives -
category Ideas for Hulls and Overdrives!
Antonio_IsidaXT replied to Ilia.ArchangeI in Ideas and Suggestions
Overdrives: All team members with active overdrives cause an imbalance in the game, my suggestion is only one overdrive by allowed by the hull team, and that after the player's death the overdrives are passed on to another player with the same hulls, this time way overdrives can be maximized, for example: Hornet overdrive - Radar Scout will not have a recharge time, being active all the time. Titan's Overdrive - Protective Shield Generator will have a cooldown equal to its duration. -
correct, but I believe that the defenses must always be superior to the attack, you must feel safe that you cannot die so easily within the game.
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Freeze augment: Corrosive mix, is very powerful and has no unreasonable status for the game
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With the exception of Striker with Augment: Missile launcher "Cyclone", no turret should kill a Heavy Hull with 1 shot
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Heavy Capacitors: Shaft Reasons the tower must have its damage reduced so the game is back to balance. Maximum damage sniping mode (HP) 3000 Mk7 20. When equipping a heavy hull, you must feel safe you cannot die easily, game exists Striker Augment: missile launcher "Cyclone" killing any hull with a loaded shot, but in reverse of the Shaft, the shot must be loaded on the opponent taking time, this is already an acceptable disadvantage for incredible damage, the Shaft does not have a fair disadvantage for its high damage. Suggestion Energy consumption in aiming mode: -33% Maximum aiming damage: + 30% Incendiary Mix : Firebird Reasons damage and amount of energy with this change are irrational and disproportionate in the game, and the firebird already has the fastest reload time between melee combat towers, even equipping 50% protection with heavy hulls you still die easily. Suggestion Damage per tick: +35% Energy consumption: -30% Afterburning effect disabled Heavy plasmagun: Twins Reasons the penalty existing is disproportionate the increase of torret Suggestion Minimum damage: +20% Maximum damage: +20% Projectile speed: -35% Range of max damage: -33%
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Striker Name Price: 245.000 Effects Minimum damage: +30% Maximum damage: +25% Reload after salvo: -30% Total rockets in salvo: -1 Reload: +15% Smoky Name Price: 245.000 Effects With this change, the turret gains a loaded firing mode, activated when pressing the button to fire for a certain time adds aiming damage mode Critical hit excess damage disabled sniping shot reload: + 35% Min damage sniping mode (HP): 650,00 Max damage sniping mode (HP): 1300,00
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Isida Improvements so that Isida is effective in supporting the team. 1º Variable healing rate: Isida Mk7 20: Healing (HP/sec): 425-625 2º reduces the effects of status (Nanobot Support) , decrease and increase the temperature by 50% (if the ally is equipped with a resistance and is cured by an isida the effect becomes immunity) Augments for Isida ''Augments made for health 400 (HP/s)'' Supreme Nanobot Support Price: 367.500 Epic: Effects Self-healing without target: 525 (HP/s) Health healed per second:+162,5% Energy consumption healing: -37,5% Cone angle: +100% Damage per second: -75% Health Pulse Price: 367.500 Epic: Effects Health healed per second:+500% Cone angle: +100% Energy consumption healing: +150% Damage per second: -75% Astral Connection Price: 367.500 Epic: Effects Isida shares the same HP with the ally being healed Health healed per second:+162,5% Energy consumption healing: -37,5% Cone angle: +100% isida takes the same damage as the ally being healed Damage per second: -75% Adrenaline (Health) Price: 367.500 Epic: Effects Health healed per second: +100% Energy consumption healing: -37,5% Health healed: +0-39% Cone angle: +100% Damage per second: -75% Low HP % required in order to activate Némesis Price: 367.500 Epic: Effects Creates an energy sphere that follows an ally and heals 1050 (HP/s) 30s (disappears if the isida is killed) (Example: Ares's Overdrive - BFG Cannon) Reload time: -200% while the sphere is activated, the recharge time is deactivated Damage per second: -75% Name Price: 367.500 Epic: Effects Converts HP from isida to health Health healed per second: +200% Energy consumption healing: -37,5% Cone angle: +100% 150 (HP/s) self-damage when healing an ally Damage per second: -75% Guardian Angel Price: 367.500 Epic: Effects Prevents an ally from exploding when it reaches 0 HP Energy consumption for health: -58,75% Cone angle: +100% Range: +50% Damage per second: -75% Health healed per second:-75% Hel Price: 367.500 Epic: Effects 1050 (HP/s) self-healing when attacking an ally (Shot Effects: blue) Damage per second: -12% Removes the ability to heal allies Ísis Price: 367.500 Epic: Effects Self-healing 50% of the damage done (double damage does not change Self-healing value) Damage per second: -12% Removes the ability to heal allies
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a change that kills faster. what do you suggest as a penalty?
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Turrets: Freeze, Isida, Firebird increases damage by 0.0075% with each new continuous damage, (compound interest) Range: -30% Energy consumption: +20% Cone angle: -30% example: Isida Mk7 20: 1º: 250 2º:251,87 3º:253,75 4º:255,65 5º:257,56
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yes, the damage increases with each new tick, 0.0075% of the previous tick, without interruption, if the turret stops firing the count starts from the beginning again
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