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Everything posted by The_Voltage
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Just by recoloring we could have ~22 effects for each turret (~308 in total). I marked the ones, that we already have. It is content for 6 years of challenges without copies (if you fill 2 shots in each challenge). In 3 years after Halloween update we got 2 extra exclusive shots, none of wich gives us ANYTHING special (look into TankiX's bundled shots).
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Fufufu Why they're make UT skins standart? This Tesla doesn't work well with HD skins...
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category Ideas for Supplies and Drones!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Minesweeper — whenever your tank receive damage from mines gives thicc extra armor for several seconds. Perfect for minesweeping!- 2,768 replies
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category Ideas for Supplies and Drones!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Immunity drone — whenever your tank receive a negative SE, ignores it and gives immunity for several seconds.- 2,768 replies
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Interesting. But not for weaker ones like Jammer)
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Ha-ha for 3 sec like Stun from this exact OD does
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category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Booooring) -
What about another brand-new super-duper status-effect?)
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Ma' Ares-Defender-HR pal will help with that)
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Nerf? Ha-ha! Now I can heat up, kill, stop firing, warm up again and heat up everyone with dealing full damage! But seriously it is necessary step to bring skill involved with combinations that was OP.
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not worth an immunity to buy
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Shaft augments?
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Who will use healing? It gains no xp( I thought it would make: Healing teammates by sniping shots and gains xp Lazer recolored to green (in mobile - blue), so teammates as a + and enemies as a - would know that you're healer Sniping impact force reduced (similarly to Hyperspace rounds) Standard mode doesn't change
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They have perfect scheme for this type of augments: IDK Why they change it... Damage +40% Critical damage –30% Consecutive Critical Chance =0% (no to insta-stun!) Effect duration: Burning =5 sec (like Smoky's) Freezing =4 sec (effect is underpowered, so covered by duration) AP =6 sec ('cause reload of Mk1 Rail is 5,5 sec) EMP =6 sec (same as AP's) Stun =3 sec (same as burning)
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Exclusive ЯЯЯissuan content
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Vulcan is purely unstoppable power
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category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Maybe by pressing forward and backward move buttons? -
category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Hull with two running modes — tracks and hovers. Each of these have their weak and strong sides) -
category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Might destroy? Like trhow concentric soundwaves, that stun tanks and deal both normal and critical damage, but normal is weak and critical is fatal (so you may or may not destroy tanks)? -
I have some ideas for balancing out Hammer's augments. Nerf Slugger's reload inside the clip. This Rare augment beats up some Epic ones (Large Clip and Dragon's Breath). Return older Dragon's Breath mechanism, where each shot ignites the target. In exchange turn off the critical damage. Make Large Clip reload inside the clip faster, but long out reload after clip was shooted. Right now it looks like a bit different version of the Adaptive reload. Change Armor-Piercing Shot to right now's Dragon's Breath state, where we have more Critical shots, but the effect only applies by them.
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Was it? Reload is faster now. And bigger horizontal spread now let hit multiple tanks with critical damage (this is the reason behind this aug in the first plase, i think). When in was introduced it looks like strange copy of the Slugger (wich reload between shots needs to be longer due to its Rare rarity). Salvo... rrr...
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BTW, Why is the icon for VN is not the same nanobot icon as supportive one, but with bat wings and vampire teeth?
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