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Everything posted by Me0w_XP
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Installed Tanki onto a USB instead of my device, then pulled the plug without closing the game to see what would happen.
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Haha you have a point, I guess we could take a leaf out of Supplier's book and say 10 XP for each burning/freezing removed, and 10 more if at least one effect is removed on a crit (AP, Jammer, Stun, EMP). If this sounds good I'll edit the original post maybe?
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Oh, this sounds nice. So from what I gather it'd be: Pros: - Normal healing would remove burning/freezing one second per tick - Critical heal removes all negative status effects Cons: - Healing rate reduced - Critical heal = normal heal I was going to ask if critical rate should be reduced but honestly 2% is low enough and it's a kind of situation specific augment already, you're kind of left hoping to get a critical heal when you're healing someone with other status effects, otherwise you're mainly going for burning/freezing teammates. This would definitely be great with Supercharge though... Edit: Oh, and possibly a lil more XP gained per status effect removed you said?
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Currently it is. 3 arcade shots aren't enough to kill much especially since many people use Eagle module at higher ranks. This wouldn't be too much of a problem if not for the 9 second reload they slapped onto Shaft... 3 shots with a 9 second reload means 3 second reload per arcade shot.. Short Band increases arcade reload less but also increases damage. Since stock arcade shots don't take energy now it's better to take another augment since you can fire infinite arcade shots whereas with RFM you're almost guaranteed to run out of shots before you win a fight. It's only good against unprotected enemies and kill stealing.
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Nah, that's why when you're healing a burning teammate you're kind of just "keeping them alive" because they lose whatever HP they gain back when they burn so the real gain of HP starts after the burning is removed. This augment would make it possible to heal and remove the effect at the same time so it'd be more effective in Fire/Freeze situations as well as helping a teammate get away with a flag or something if they're frozen.
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This is just a template for an idea I had, I'm not sure how to make it more appealing. I don't think an increase in attack damage is quite right... All I know is if we can figure out the specifics this would probably be a great augment for Vulcans' personal Isidas. xD
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This is true! It is definitely feasible- an augment that disorients the opponent but isn't a guaranteed win. Honestly if they're not going to change the physics of the jump I think it's alright. Considering Hopper is not only a light hover hull but probably the most flip-able of all the hulls. Most of the time I see a Hopper jump, he ends up flipping himself. Compare this to Hunter, which does only 2000 damage but also does EMP and Stun, has good health, and is stable. Also, Hunter probably has a longer range since it extends 60 meters on all sides of it.
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Isida: Temperate Nanobots Part of the support nanobots were reconfigured to adjust the target's temperature. Healing will slowly remove burning and freezing status effects, but healing rate is lower. Pros: - Removes burning and freezing status effects (Perhaps 1 tick of the effect removed per healing tick?) Cons: - Regular healing rate: -25% - Critical heal removed This was the template for my original idea. After discussing with other people, here are the more refined specifics: Pros: - Regular heal removes burning and freezing status effects (1 second per tick) - Critical heal removes all negative status effects - Removing status effects grants additional XP Cons: - Regular healing rate is reduced - Critical heal = regular heal In short, this augment turns Isida into even more of a supportive/team turret. You won't be able to camp and heal the Juggernaut like you can with Support Nanobots, but it is easier to gain experience through supporting teammates.
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Got Adrenaline from a May Days UC, I got every Shaft garage augment now. B)
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Dynamic lights bug- lights for Tesla's lightning ball stays even after the ball is gone.
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Finally completed a couple super missions to reach the 2nd checkpoint! ? Can't wait to be called a buyer for having the 4th protection module slot xD
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Literally a copy/paste of Twins EMP. Why can't you make different symbols/names...?
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This is why Heavy Caps is a supportive augment for weakening JGR or finishing off a weakened JGR. Shaft really has no offense-aligned augments now since RFM is dead.
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Heavy Caps takes 11 seconds to reload. JGR Overdrive takes 40 seconds to charge. Mathematically it's possible to shoot 3+ scoped shots before JGR can use his OD. Plus, arcade shots take no energy now so you can use arcade shots while reloading.
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If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
Mhm that's OK too, but honestly the new ODs really did add something new and unique into the game. -
Yeahh you're right. It's just a lot less press-to-win now haha. I'm also kinda sad about fire rail- decreased critical chance and less burning...
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EMP Tesla is 1 second now... I'll have to pick my fights a lot more carefully. ?
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Eats 300 crystals every minute in battle and takes over a million crystals to MU... seems fair to be more powerful than a 245k augment IMO.
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If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
So true actually. ODs were criticized heavily but they really did bring a lot of fun and uniqueness into the game. And the trade-off system you had with alterations as well as balanced prices seem like heaven compared to what we have now. ? -
Perhaps it could function like Adrenaline in that it has a "max boost" at full health which decreases over loss of health and just stops completely after a certain threshold like 50% but that threshold is higher (like 90% or something) at low upgrade levels which encourages you to upgrade the drone as you get higher boosts and higher boost uptime. It let you cancel the cooldown of all inactive supplies when you activated speed boost and shared this effect with nearby allies.
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valid More Options For Healing Teammates Or Helping/Supporting Teammates In Battles
Me0w_XP replied to Jaden_Master_Ultra in Ideas and Suggestions
Not to mention Isida and Shaft are more "high tech" or "mysterious" turrets- that is, Isida uses repair vs attack nanobots (justifying self heal or general heal) and Shaft fires... whatever it fires. Honestly healing Shaft is already a bit of a stretch imo. Giving that effect to artillery, cannons, a radar ability, plasmaguns or a literal flamethrower is.. well, to put in nicer terms, nonsensical. -
If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
I would reverse the update where they turned Hunter's OD + Fire/Freeze into status effects that could be countered with hull augments. In other words, I would reverse the ability to be immune to status effects. This for me is where TO really got bad. -
Burning for Freeze.... and freezing for Firebird.... You know, I actually wouldn't be surprised if the devs pull that. This is literally a cancer ray masterlist for the devs to go off of. (lighthearted, half-joke)
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