-
Posts
543 -
Joined
-
Last visited
Everything posted by pocrettttt
-
category Ideas for Hulls and Overdrives!
pocrettttt replied to Ilia.ArchangeI in Ideas and Suggestions
I think that hornet overdrive should reveal it, Sometimes i ask if someone is ready to shot me, and that is very inaccurate after the enemy receives a stun effect, that stops recharge time, and i dont know if its time to advance or wait ultil something happen, we had one recourse lasts years that you could see what is the upgrade of the enemy, and with that you could quickly go to wiki and calculate the exacly recharge of it But no more, so at least give the Hornet overdrive see the ammunition bar should be good(and this fits with my others ideas of hornet radar overdrive if it turns out to be too op) -
That map is pretty heavy, could it have an option to disable some of the battle bushes?
-
i woud like shaft healing And they already have the 2 of striker, so now only if they create one
-
Engineer duration to the effect of the Repair Kit drop
pocrettttt replied to pocrettttt in Engineer duration to the effect of the Repair Kit drop Archive
Why does he have that? Normally the repair kit duration doesn't repair the tank completely? -
Can you fix the points with engineer? I catch one box and shared with 1 ally and received 1 point, instead of this lign of wiki If at least one teammate benefits from the effects of this Drone, the owner will receive a 5 battle points. (on test server, because in the original account I don't have this drone, although I'm interested after the drone cost reduction)
-
Enemies talks the opposite
-
Works like the sniper mode, after shot all the 3 shots, you will need to wait 10 SECONDS(Consumes all the energy) shaft now is trash in all augments(except heal augment, they will probably give it tomorrow in the challenge)
-
Hopper at 12m/s with buff on trickster
-
The price increased to 600 if you didn't notice Last pass was 500 because that returned 500 tk from 1000
-
valid Points after sharing a flag/ juggernaut kill with an ally
pocrettttt replied to pocrettttt in Ideas and Suggestions
There are several factors such as a path that needs to be diverted because there are enemies in the path, and the player loses even more experience by holding the flag longer instead of being able to have the free freedom to destroy or be destroyed, and he is carrying the flag safely, unlike a hopper who spends half the map ignoring all objects and enemies, which would only encourage more hoppers -
valid Points after sharing a flag/ juggernaut kill with an ally
pocrettttt replied to pocrettttt in Points after sharing a flag/ juggernaut kill with an ally Ideas and Suggestions
1- CTF We know that sometimes we are taking a flag and we die near our base after drive a lot, and an ally just go and takes your flag and capture It's complicated, because you really did something for the team Ps: this idea comes with an additional thing 1: The timer of assistence will be inlimited until the flag is captured or returned, but its limited to only 4 players(The last player that hold the flag will replace the last player of list) ( For example: Player 1 (Main) take the base flag, he is in the list forever, Player 1 died, now Player 2 is holding the Player 1 flag, he is in the list forever too,Player 2 died too, now Player 3 is holding the Flag of player 1 and player 2 and he is the the list forever too, Player 3 die too, now the Player 4 is holding the Flag of player 1, 2 and 3, he is in the list, but not forever,player 4 died, now player 5 is holding the flag, player 4 is removed of list and replaced with the player 5, so the List of players that can be assistance or capturer is: Player 1, Player 2, Player 3, Player 5) Current numbers for capture and assistance are 75 and 25 So my suggestion is: The "capture" and "assistence" will be based in 2 things: Meters traveled and time with the flag If you have more Meters traveled and more time with the flag, but your ally caps the flag as mention in first line of this post, you are conted as the "capture", and your ally as "assistence" Else if you have more time with the flag like a flag defender when both flags are with one of each team on the other side, you will count as "capture" 2- Juggernaut We know you use viking over on juggernut and sometimes a twins ally with no supplies comes and gives a "ks" in the juggernaut( or any other turret) Well, no so much interesting and cool So the system will have the assistence and kill of juggernaut based on the who did more damage(only for Team juggernaut) The person who caused the most damage to the enemy juggernaut will be the one who receives the points for the kill Its simple 3-Rugby Well, this mini game has the function of helping the team by pressing f to throw the ball, and its main theme is team sport, so there won't be anything changed about that 4- CP It already works correctly, unchanged -
Yep, i was looking all interactions with supplies like dictator(but i forgot) to change to a useful function for activate the drone too (Maybe its too late but can you edit the title of post to "Engineer, Supplier and Dictator Mechanics" ?)
-
valid Engineer and Supplier Mechanics
pocrettttt replied to pocrettttt in Engineer and Supplier Mechanics Ideas and Suggestions
Those 2 drones and Dictator overdrive are good for teammeates, but they can cause problems for the team too, with Booster,Defender and Trickster users So i suggest, while the ally renew your supplie, you will receive the buff of drone too, instead of just receive the normal supplie While your ally shares the supplie with you, if you are using trickster, only the speed boost will renew(40%), but the main boost with the speed boost of drone (30%) will not renew, needing to wait ultil all the speed boost ends to use again and activate the drone(30%) So, after this, if an ally shares his supplie with you, you will receive the supplie(40%) + buff of trickster (+30% speed ) (based on the supply he shared and the drone you are using) -
Its not 50% more damage, its 25% Of Booster
-
The problem is that this supplie ends up very quickly making it special, but not as useful every day,and a little useless, I would be ok if it were legendary augment chests that can select certain augments if it hits x number of stars, like for example 3000 Stars- From the current challenge 3500 Stars - EMP Augments(which was pre-selected by the devs) 4000 Stars-AP Augments (which was pre-selected by the devs) 4500 Stars+ Any kind of augment(which was pre-selected by the devs) Note: you can only open the chest 1 time, when the chest of the next challenge arrives, the previous one will be marked as "old" and your only choice will be the augment of 3000 stars
-
Thats not a buff, this already works as 30 seconds, they didnt changed nothing of trickster Garage description Increases the active effect of speed boost for a short time.* Increases reload speed of Speed Boost while using supplies. Using Speed Boost consumes additional supplies of the same type. *This detail listed in the garage is incorrect; the boost lasts the entire 30 seconds.
-
Trickster already does it
-
Its not about like the hull, its about how toxic it will be when be released, i can imagine all teammeates using this in combination and never receiving none negative status effect and none crit damage Only viking can 1v1 this, because the only way to kill a paladin that have 50% of your turret protect and an overdrive with ap protect+90% crit resist, is killing with massive damage(Massives Shafts+boosters coming to one shot this) At least i would like if hunter can disable something of paladin at least all his status effect immunity, because hunter is PURE STATUS EFFECT,which would be the same thing as a hunter overdrive against a mammoth
-
valid Early respawn forecast + Respawn signal
pocrettttt replied to pocrettttt in Early respawn forecast + Respawn signal Ideas and Suggestions
Early respawn forecast: Normally, when an ally dies, it takes 5 seconds to go back to a map screen. And it is only possible to see the ally after the respawn But with this suggestion, as soon as an ally is destroyed, it appears in advance where your ally will respawn. With a "ghost" prototype of your tank with your name on top Respawn signal The "Ghost prototype" will show on the top like an signal on top of screen of map like the wasp bomb, but with less effects, just like an blue lign where the ally is coming to respawn Ps: you can disable Respawn signal on configs -
I lost 129k of cris i think, because that micro upgrade was out of discount Another bug with speed ups
-
that also happened to me when i upgraded armadillo, i was thinking i was crazy
-
valid Augments with Burn or freezing effect applies to ally(Until it reaches neutral temperature)
pocrettttt replied to pocrettttt in Augments with Burn or freezing effect applies to ally(Until it reaches neutral temperature) Ideas and Suggestions
I suggest some augments that have cryo or burn effects, while you shot an ally with them, the ally will decrease or increase the temperature The same interaction with freeze and firebird turrets You dont do damage, but you can help your ally Important points - An ally that have immunity to freeze or burn cannot be helped by those augments with status effect of temprature So here comes an exemple Your ally is burning, at 1.0(max temperature), you shot him with cryo rounds of smoky, His temperature will be 0 Now your ally is full freezed, and you have incendiary augment of vulcan and your shot is ready to burn, you can shot in your ally and "increase" the -1 temperature of freeze of him to 0 This is a feature that cannot pass the "0", to not to disturb the team for burn him or freeze him, but only remove the negative status -
valid Points for removing an ally's negative status effect
pocrettttt replied to pocrettttt in Points for removing an ally's negative status effect Ideas and Suggestions
I know that is rare, but some situations while your ally is burning, if you have freeze, you can remove the burning early And virse versa with freeze So i suggest this For each 0.1 of status negative effect removed, you win 1 point So if the ally is tottaly burned(1.0) and you freeze him to (0.5), you can win 5 points And virse versa to the freeze effect -
Fixes the general bug of all augments (except for the gauss that already works as it should) after the enemy takes damage and doesn't receive the status effect due to your death. with the "full" slash after death and there's some treatment to it within the status effect that doesn't allow it to be applied since it's as if the tanker's wielder hadn't fired, but even though he fired as his last breath And i already quoted about this case of bug on tesla augment that have this bug within today
-
I can be wrong, but until i remember, critical damage always is the same damage, and never "stack" more than 1, so the enemy will always receive in max 1800 of damage Its a mistake of the wiki, because that 5400 is considering that you are shotting all the clip(3 times of shots) But you can only shot 1 per time Also depends a lot of crit, because of Horizontal scatter angle: +200% So you will never accurate all pellets in a normal shot