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pocrettttt

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Everything posted by pocrettttt

  1. pocrettttt

    CP points system?

    Who have more points of difference score more points on scoreboard For example Blue have 3 captured points and Red 4 Red has +1 of advantage, so the points of red team will increase each 13 seconds(i think its this number) For each 1 additional point of difference of advantage, the timer to count one more point is decreased by -3 or -4 seconds, so that means that if your team have 3 points of difference, you will need like 6 seconds to score one more point on scoreboard Also if the winning team, like 23 vs 43 (total of score of each team) ,if the team with 23 points cap more points in the game,the team with 43 points will decrease their score -1 from 43 to 42 while the team with 23 increase by +1 from 23 to 24 and so on The mini-game is for teamwork like siege, you cannot win that alone
  2. After the spawm, you became a "ghost" that cannot interact with anything(except walls) for 1 seconds, after this, you become Immunity Immunity have 2s of duration, you cannot do damage to them ,or some negative status effect, but they can receive impact force by overdrives,turrets and blaster drone So as soon as an enemy suddenly appears in front of you, you can't do anything against him for 3 seconds.
  3. I think smoky is the less used turret in the game, his status is one of the worse, he dont have area damage, your damage is based on crits and his projectile is lower than instantaneous railgun shot I suggest a little buff to it The total crit steps to reach 50% of max crit chance will be 3 shots instead of 4 shots(Increase the critical chance step) This can balance the things a little better, because like right now, railgun have always 50% of crit chance no metter what, with his status effects augments with better parameters than smoky effect status and critical damage
  4. gauss augments reduces that by -50% of recharge before 1.5 now 1.35
  5. I agree with the supplie, its an condition that need the supplie activated, but the tesla ball does not need any thing like that, because else the ball should just disapear, whats the logic have an slow ball that cannot burn the enemie if you always die before with that ball speed? Also most of times i need to became melee to the enemy to not dodge the ball, but i have lag delays that i receive the tesla ball damage too, because my x location needs 1 second to understand that i already leaved away from there
  6. pocrettttt

    Paying tribute to Flash

    2- Already does 3-We already bug damage, and hopper, some teleport bugs(probability on respawm animation) 4-Unchanged, i already enter the battle like taking 1 minute because of massive coding after that sandbox remastered, they removed the map from mm but the code continues in the game The highter proof is that when you play "continue" after the battle ends, the game crashes for 15 seconds(before it was 3 seconds) and after, go to lobby again to search a new battle
  7. Because of most of bugs that if die and your projectile is still in mid air, that only deals damage, but not apply the status effect of the augment This is more frequent in relation to screen balls and very noticeable, as the ball is very slow and most of the time it doesn't reach the enemy before you die I suggest an rework to it It will be similar to others status augments of tesla,the "flash ball" Lightning ball speed: 75 m/s Lightning ball range: 1000m About out others parameters of Disadvantages i just dont care, my intention when I used this augment was to burn enemies with the ball, but it's impossible with this bug I think its more easy just rework it than just fix it
  8. pocrettttt

    Ideas for Hulls and Overdrives!

    Only projectile have 5m/sec Teammates
  9. pocrettttt

    Anti-Heal , new status effect

    Anti-heal just stops the healing recourse, no metter what , he will not be healed(also paladin gives immunity to both that you quoted) And if the healler player have immunity to stun or emp, his ally can be healead yet, thats a thing that not depends of who is suffering damage, but who is healing
  10. pocrettttt

    Ideas for Hulls and Overdrives!

    Sometimes its annoying when i hit the enemy from a far distance that i can see with hornet od,but the shot just didint hit because the enemy was behind a wall I suggest one indicator that if the enemy is behind a wall, instead of just be yellown, he will have a red wall symbol in the middle of his yellow indicator to show that he is hidden
  11. I really hate it in assault battles, when the ally no longer has the ability to capture a flag, holding it for too long while I wait for it to return. There should be a time limit to hold the flag, otherwise just drop it
  12. pocrettttt

    Ideas for Hulls and Overdrives!

    All enemies inside will have their maximum speed reduced by 50%, and all enemy projectiles will have a maximum speed of 5m/sec However, if you leave the dome and enter again, you will not be able to receive the dome protection effects for 5 seconds.
  13. pocrettttt

    Anti-Heal , new status effect

    With the paladin's soon arrival, and all of his immunities pooled, not only just isida (allied healing and augment vampirism) ,healing-emitter shafts and repair kit will be a problem, but paladin too,then a direct confronter will be needed Players that are with <Anti-Heal> cannot be healed, in others words, the heal is decreased by 100%
  14. pocrettttt

    Ideas for Hulls and Overdrives!

    Similar to Tesla lightning in chains, when more enemies are close, the farther the hunter's od will go, but on the one hand, the overall stun duration has been reduced to 1 second and the emp reduced to 3s and the minimum overdrive range decreased to 15 meters
  15. Seems that have an (limit?) for consolation prizes, because i did that and im not there
  16. pocrettttt

    Ideas for Turrets!

    Vulcan parameters(1000 range) Ricochet parameters(120 range) Big difference here And yes, im trying to put rico as same level, like vulcan Rubberized rounds augment stole the definition and work of ricochet turret I dont know if you dont know but the distance between walls is 16 or 17 meters, not like every ball will increase the total of bounces by +1 My poor mk4 freeze with 13 meters of range as exemple
  17. Its better as it is, im not happy to see a lot of paladins with immunity to everything spawmming my battles, since viking already is toxic
  18. pocrettttt

    Ideas for Turrets!

    I think that the ricochet mechanics are not used as much at their maximum power capacity, because normally the bullet will expire before rebounding again So i suggest this thing After the shot hit the wall, the speed of the projectile will be 20% more faster and extendes the maximum range of him by 10 meters This can help this mechanic hit more walls before the ball expires and hits an enemy
  19. For all hulls, overdrive charge per battle point (%) is halved. past tense: halved; past participle: halved 1. divide into two parts of equal or roughly equal size
  20. pocrettttt

    Quick chat wheel

    This should have been a feature a long time ago With multiples servers merge with a lot of languages, and i cannot understand all of them So here is the thing Every tanker will have 5 pings all translated based on your language + Mini map with the complete map prototype to ping in him 1- Give me the Ball/Flag 2- Need Help in the point 3-Join together to receive the overdrive 4-On the way 5-There is an enemy here Well, should be good have more pings too but what I thought so far were these
  21. pocrettttt

    New resources for Balls/flags assistance

    I think that it should just be logical, since helped 1-Persons that healed the person who capped the ball/flag will count as assistance(Isida,Shaft heal,paladin,futures augments) 2- Support overdrives that affected the ally that capped the ball/flag will count as assistance(Dictator,titan,paladin)
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