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Everything posted by pocrettttt
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I fell that use a lot of shots and recharge time is very large, So, the augment will use +20% of energy per shot, But, while you hit an enemy and cause damage, you restore 50% of energy used of shot
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Will be as the same info in the ratings, but it will be for stars too, the most collected stars in the weekend(Dont count as buyed) This not impact the game, but should be cool
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What did you say?
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Instead of reduce the magnum damage, could only decrease the max damage area, thats significant because if the enemy have 1% of protect you will need 3 shots to kill him
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Now with the last update, magnum is dead, i already see the recharge of 3s a lot, i was feeling very slow, but now, not only slow, but also very weak with that damage, its only playable if use magnum ap, because if(you have at max level drones and magnum) you can one shot an medium hull..
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All long turrets damage was nerfed, but shaft can still one shot you xd(camper goes brrr) its going to the era of "AP or die" ps: the shaft shot didn't have enough time to take advantage of the ap of her augment to sniper mode, now it doesn't because 5s of recharge, except in regular mode
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I guess that AP striker should lower the Salvo reload time by 50% too I fell that ap is good, but most of times the enemy will just hide him before i have time to shot another rocket, since the augment just provide 1 shot each 4s
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Very good challenge, 3 augments for hulls, 2 for turrets and 1000 tankoins of price(and backing 500, so its like just to spend the old 500 tk pass). Its was a good idea to trade skin container with this rewards
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Well, each one sees what they think, but i guess that is good, because most of people needs augments to combat broken-augment-abusers and hoppers in the battle, if skin container is no more there, i just dont care, i want fun with augments, not a custom skin simulator PS: if you want skin for fly hulls like hopper, they are only avaliable in ultra containers btw The price backing to 1000 its very good
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Yes, for long - medium maps that have risk in alming like magnum and i need to know every time their location, also as shaft for know where the enemy will try to shot you,while the ricochet hit someone while is not looking and others med-long turrets,also its a good interaction with some augments that burn the enemy, will extend the effect of vision, its a good drone because you know where is the enemy, because if you have vision of him, you have more chances of win an battle
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valid A ideia for new drone (Visionary)
pocrettttt replied to pocrettttt in A ideia for new drone (Visionary) Ideas and Suggestions
When you hit an enemy/multiple enemies, it becomes visible to all your teams and you. Time of vision: 5-30s recharge:0(passive drone) Consumes:3 batery + 1 of all supplies after respawn -
I will balance this decreasing the supercharged duration to 3 seconds,and the ball recharge by 30% Yeah, isida will be very sad, so the ball splash is removed, and increase the ball recharge by 10% Well,its interesting, because the ball will not just cause damage, but can push an enemy in situational conditions, well its something better than nothing Does not make very sense, but mortar magnum do the same thing,new resources are interesting, also its not just alming and plant a mine, you need to hit the ball in one enemy to plant one,but i guess its a little weak, because tesla its an melee turret and most of time you die after kill someone making the augment a little useless, so i guess i could turn back the area damage, since the splash area its not that big Its the only that i have a idea,because i guess ares ball destroy tesla balls, also crusader but if im wrong,it should be with them(because are project resources that can put in the map and interact with them) Ares: absorb the tesla ball with this augment , and in the explosion increase the explosion area range Crusader: the same thing of crusader well, yes, in an angle that the enemy is up of you, like, you normally should to make an maneuver to adjust the alming , but its impossible for some maps and will took very time to just do it, So its more easy just to make it as optional, well, really optional, because have better augments than this. Ps: fly hulls cannot adjust tesla ball angle I will buff a little more the Auto-aim upwards well, it's not superior to others, after all, it's the only turret that can be countered by an overdrive, but i could balance that with this : Ranged to conecct ball by any thing(allies/you/balls) is decreased by 50% Max ball range: 30 meter Ok yes Its similar of the smoky augment, that in x shots, the next is an crit garanted, but i will edit that and balance a little more
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Tesla augments Supercharged rounds While tesla balls touch an ally, he became supercharged for 3 seconds(works in area) Ball recharge increased by 30% Ps: dont work with you self ___________________________________________________ Healing robots rounds While tesla balls touch an ally, he is healead as amount of damage that would do( Ball Splash removed) Increase the ball recharge by 10% Ps: dont work with you self ___________________________________________________ Ghost rounds While tesla balls touch an wall, the ball will continue traveling the wall, and passing in other side, but max range of ball=20 meter Ps: tesla can rail the ball inside the wall if another ball outside of wall is on range of the inside of the wall.Range to connect balls: -40% ___________________________________________________ Fire rounds While tesla ball touch an enemy, he is fired by 100% but damage of ball is decreased by 50%(area damage/ effect) ___________________________________________________ Cryo rounds While tesla ball touch an enemy, freeze the targed by 100%, but ball recharge is increased by 10% and ball damage decreased by 30% (area damage/ effect) ___________________________________________________ Ap rounds While tesla ball touch an enemy, ap the enemy by 3 seconds, ball recharge decreased by 20%, but ball damage reduced to 40% ___________________________________________________ Emp rounds While tesla ball touch an enemy, emp the targed for 3 seconds, but ball recharge increased by 20% ___________________________________________________ Jammer rounds While tesla ball rouch an enemy, jammer the targed for 5 seconds, no penality ___________________________________________________ Impact rounds ( addition of ball impact from 0 to 600 ) While the ball touch an enemy he receives impact of ball( also works to your self) Ball speed: -15% ___________________________________________________ Destabilization rounds Range to connect to any targed: +50% Range to connect an targed to other targed:+50%(All connect rangeds increased by 50%) Max ball range: 10 meters ___________________________________________________ Miner rounds While tesla ball touch an enemy, he plants an mine under him, splash ball damage removed ____________________________________________________ Plasma rounds Tesla balls cannot be disabled by any overdrive. Ranged to conecct ball by any thing(allies/you/balls) is decreased by 50% Max ball range: 30 meter Ball speed: -10% ___________________________________________________ Stabilized rounds Tesla balls now are strong and cannot explode until the end, but also cannot deal damage or connected to tesla fire static mode,but can block and push tankers in the ball way ___________________________________________________ Accumulated rounds: Only interact with titan overdrive And wasp bomb Titan: While tesla ball touch titan dome ( ally/enemy) he will accumulate energy to the dome(50% of ball total damage as energy ), after the dome ends, the energy will explode and do damage to all enemies on range, based on the energy damage value Wasp: While tesla ball touch wasp bomb( ally/enemy), insta explode the bomb But increase ball recharge by 30% ____________________________________________________ Bubble rounds: While you fire tesla ball, she will fly up instead of going in a row Ball recharge: -50% Auto-aim upwards: +200% ___________________________________________________ Magic rounds Every 2 hits of normal mode, crit is garanted in the 3(Same changes as the smoky augment, -200% inicial crit chance, chance crit step=100%) Crit damage reduced by 25% Tank-to-tank range: -70% Ball lightning connection range (m):-70% Max ball range :20 meter __________________________________________________ All this augments numbers can be changed based in the balancing
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I played one battle of 20 minutes in special mode, and after i checked the progress,it was 0/20000 cristals and 0/100 tanks destroyed yet
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Fix the bug of special missions, That you always need to open the special missions for actually "start" the special ultraweek missions
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The question is if you will get kills... Also if enemy doble blin mine, just do 750 damage, so will need 4 to kill only 1 and 3 minutes is half the time of a battle, if beserker is allowed to kill someone in battle with just alming, why a mine that needs someone to blow up at the specific location should be bad?
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I guess its like the drone already do, when you kill someone no metter what, will spawn a mine, the case is in a splash damage when kill 2 or more
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Good question... Should be the really "first" of dead, like when you kill someone, apear in the right who you killed, in order to that, the first kill that appear will be the miner zone(I guess that it is calculated based on the distance of each tank from you) Or should be more easier just put the recharge to 0 for plant multiple mines, if they want
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you cant see it more than 100 meters of range
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valid New drone - Zombie Miner
pocrettttt replied to pocrettttt in New drone - Zombie Miner Ideas and Suggestions
About this, While you kill someone, you will drop a mine in the area of his dead-zone Total Mines Consumed: 1 Recharge: 3s Duration: until die Cost:90k cristals Unlocked at: same rank of the others 90k drones -
I suggest it for more facility to use hard-effects in long range While you make status effect to someone, he will have a timer of effect in your bar duration like you, when you receive an status effect While you AP someone as a magnum on the other side of the map, you always need to check the battle timer to calculate the right time to have to fire again, but the biggest problem with this is the ap of the shaft, which only lasts for 5 seconds and it's really very accurate to take the maximum possible from the last thousandth of the ap to be able to deal damage with the broken armor, since it's impossible to get past the half of the shaft bar and keep cycling the effect, unlike AP magnum(melee) / gauss/ hammer/freeze/railgun/striker that can be dealing damage while the effect never ends Also i cannot understand why all hammer status-effect augments just always renew the effect in last shot, but Wyvern's Breath needs crit chance,also i guess that is bugged again because i just dont crit anytime, i guess i will need to use hornet overdrive honestly
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Its fine, can use this
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This drone just keep the mines alive, but whats the point of remain them if one tanker with doble armor just pass trough the mine and receives only 750 damage? saboteur its very superior to him, because drop like 8 mines in a row, its like a joke for miner, it really need to do somethink about this big difference, also all drones have the same cost for max level,and only dropped mines keeps alives, so that augment from magnum didnt do nothing about it. Most of drones always be defender,booster or tickster,crisis because the differente in combat its a lot Also mammoth is immun to mines in his overdrive, so hey! how funny, you took 3 minutes to camp your base and he just go passing like "i dont care about your drone,Minesweeper boy"
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yeah, but 5% its very low, and this drone is not used by most of players, so 5% in the increase chance is still weak, 20% and i can tank something, the crit damage is 2666, and that module can reduce this damage by 50%. The objective of saboteur is occupe the max area possible for kill someone, the miner would be an area that can insta kill someone while pass for one mine,
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I dont know if you are pulling out the idea of dmg increased, but if yes, it will be a lucky game, and everyone most of time forget to use mine, so this 5% will be like brutus, just doing nothing
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