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Isshiki

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Isshiki last won the day on June 30

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  1. I thought about a few new augments and re-thinking a current augment. Pulsars and Quasars exist in real life and so do in TO as augments, so I thought of extending this space-like augment line with 2 more. One of them is Megnetar and the second is Hypernova. They should be for all turrets eventually. These augments could be a part of UFO/Cosmonautic days event with RF skins Quasar: All forms of turret damage increased, short range (for salvo damages you can't decrease the range so increase the reload) Magnetar: Low damage, faster reload, long range, higher critical chance, slower turret speed Hypernova: Damage is not distance dependant (increased range for melee turrets), 1% chance for critical but extremely high critical damage, increased recoil (decrease cone angle for melee turrets) high impact force, faster projectile speed (projectile speed and impact force doesn't affect melee range turrets so increase the damage a little bit) Some logic must be used when making these augments, for example we can't give the same impact force increase for all turrets like hammer and gauss, but also true for all type of stats, damage, reload, critical chance ...etc I will show an example of these three augments with Tesla and Scorpion (one melee and one long range, no medium because its almost the same as long range) and a re-work of the currently existing Shaft Quasar augment. Shaft "Quasar" augment re-work Advantages Min. sniping damage: +190% (2030) Max. sniping damage: +90% (6270) Arcade damage: +125% (1575) Arcade critical damage: +125% (2025) Disadvantages Sniping shot reload time: +50% (15 seconds) Range of max damage: -50% (60m) Range of min damage: -50% (90m) All sniping shots will consume the full energy bar and so require a full reload Tesla "Quasar" augment Advantages Damage: +125% (2025) Critical damage: +160% (3016) Ball lightning damage: +160% (3016) Disadvantages Range: -40% (15m) Ball lightning range: -40% (60m) Tesla "Magnetar" augment Advantages Reload: -50% (0.5 sec) Range: +100% (50m) Critical chance = 30% Disadvantages Damage: -55% (405) Turning speed: -50% (90°/s) Turning acceleration: -50% (90°/s²) Tesla "Hypernova" augment Advantages Range: +40% (35m) Damage: +15% (1035) Critical damage: +250% (4060) Disadvantages Critical chance = 1% Cone angle: -50% (10°) Scorpion "Quasar" augment Advantages Damage: +130% (2668) Critical damage: +130% (3220) Damage per rocket: +130% (920/rocket) Disadvantages Range of max damage: -50% (60m) Range of min damage: -50% (90m) (Not increasing the reload for Scorpion salvo because the rockets are only viable on short range) Scorpion "Magnetar" augment Advantages Reload: -50% (1.3 sec) Aiming time: -50% (0.5 sec) Salvo reload: -50% (4.5 sec) Range of max damage: +100% (240m) Range of min damage: +100% (360m) Critical chance = 40% Disadvantages Damage: -55% (522) Damage per rocket: -55% (180/rocket) Turning speed: -50% (45°/s) Turning acceleration: -50% (45°/s²) Scorpion "Hypernova" augment Advantages Critical damage: +190% (4060) Impact force: +100% (14 cond. units) Shell speed: +100% (1400 m/s) Weak damage = 100% Disadvantages Critical chance = 1% Recoil: +50% (4.5 cond. units)
  2. Isida "Apollo" augment (God of Healing & Protection) Advantages Range = 40m Healing per tick: +100% (200) Critical healing: +100% (2000) Energy consumption when healing = 0 units/sec Healing allies will also heal you at the rate of 200HP per tick (Doesn't work if an ally has full health) Disadvantages Damage per tick: -50% (130) Energy consumption when idle = 500 units/sec Tesla "Blue Jet" augment (Blue jet is a real phenomenon, a concentrated lightning targeting 1 spot) Advantages Range = 40m Damage: +125% (2025) Critical damage: +160% (3016) Disadvantages Reload: +50% (1.5 sec) Cone angle: -60% (8°) Radius of adding an ally tank to the circuit = 1m Radius of adding an enemy tank to the circuit = 1m Radius of adding a ball lightning to the circuit = 1m Tesla "Lightning Fence" augment Advantages Damage: +15% (1035) Lightning ball lifetime = 20 seconds Lightning ball damage: +250% (4060) Radius of adding a ball lightning to the circuit = 40m Connecting to a Lightning ball speeds up the reload by 50% Disadvantages Lightning ball speed = 0 m/s Radius of adding an ally tank to the circuit = 1m Tesla "Infinity Lightning" augment Advantages Range: +20% (30m) Cone angle: +50% (30°) Radius of adding an enemy tank to the circuit: +50% (30m) Lightning toggle between enemies infinitely until you or they are dead Chain lightning toggle speed between enemies = 0.25 s Disadvantages Critical damage removed With each toggle the damage is reduced by 10% You are not able to hit enemies who are being hit by the toggle lightning Radius of adding an ally tank to the circuit = 1m Lightning ball removed (You are not able to shoot a Lightning ball) (Note: This augment is almost useless if there are no enemies grouped up) Gauss "Tartaros" augment Advantages Damage: +15% (805) Salvo damage: +20% (2040) Aiming time: -50% (0.75 sec) Arcade reload = 1 sec (approx. -23%) Sniper projectile & explosion force: +50% (10.5 cond. units & 13.5 cond. units) Disadvantages Critical damage removed Arcade splash damage removed Sniper shot recoil: +50% (6 cond. units) Turning speed & turning acceleration: -50% (45°/s)
  3. Isshiki

    Ideas for Supplies and Drones!

    Grenades are too strong and some modes are not as fun as before, like SGE when enemies throw 3-4 grenades at once! They should have their own damage type like turrets, critical damage and mines, not dealing chaos damage. Extra armors will also work against them like some Drones and Titan dome provide. Which I guess will introduce grenade module as well?! Thus Viking overdrive can boost the damage of grenades and maybe make them explode faster?! Hunter can defuse grenades before exploding that are in the range of their overdrive- Paladin overdrive receive 50 or 75% protection against grenades - Titan overdrive receive 90% protection against grenades - Mammoth overdrive can destroy grenades by "running over" them and the grenades will not explode. Tsar grenade could be an exception and stay to be chaos damage and no overdrive can stop it IF it remains to be difficult to obtain!
  4. Tesla "Thunderbolt" augment Advantages Damage: +12% (1008) Lightning ball speed: 75 m/s Lightning ball reload: -50% (3 sec) Lightning ball warmup time: -100% (0 sec) Disadvantages Radius of adding an enemy tank to the circuit = 10m Lightning ball damage: -12.5% (1015) (If proceeds to be too strong reduce the splash damage of the lightning ball) (NOTE: The lightning balls range is the base 100m, not 1000m like Electroturret!!!)
  5. Tesla "Arachnid" augment Advantages Range: +20% (30m) Critical damage: +75% (2030) Lightning ball reload = 4 seconds (-33.3%) Radius of adding a ball lightning to the circuit = 30m (+100%) Disadvantages Lightning ball damage: -90% (116) Radius of adding an ally tank to the circuit = 1m (-96.66%)
  6. Universal augment for Hulls that enhance the performance of Overdrives by giving them new features! Wasp The N-2 bomb can be detonated after placing down the bomb by pressing shift again Hopper Freezing: 10 sec Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities) Hornet Turns regular damage into Chaos damage for 20 seconds, but doesn't apply Supercharge on themselves Viking Delay before activation: 0 seconds Gains immunity from all negative status effects for the duration of overdrive Crusader Maximum area damage radius: 10 meters Average area damage radius: 20 meters Average area damage percentage: 75% Min. area damage percentage: 50% (If maxed out you will deal 4000 damage from 1-10 meters, 3000 damage in the radius of 11-20 meters, and deal 2000 damage from 21-30 meters) Hunter Burning: 10 sec Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities) Paladin Gains 50% protection against Chaos damage Dictator Shares the following extra supplies in the radius of overdrive: +90% armor boost, +60% damage boost, +30% speed boost for 10 seconds Titan Enemies near and under dome receive Jamming status effect (40m) and receive AP status effect under the dome (20m), while allies receive AP immunity under the dome Ares The BFG cannon can be detonated by pressing shift again dealing splash damage Mammoth Gains impact force immunity Acceleration and speed increase: +100%
  7. Tesla "Lightning Bolt" augment Advantages Damage: +125% (2025) Critical damage: +160% (3016) Range = 40m Radius of adding a ball lightning to the circuit = 25m Disadvantages Reload: +100% (2 sec) Cone Angle: -60% (8°) Lightning ball range: -60% (40m) Radius of adding an enemy tank to the circuit = 1m Radius of adding an ally tank to the circuit = 1m Universal hull "Runner" augment Advantages Picking up a ball, flag or decapturing a point will activate repair kit, armor boost, damage boost and speed boost supplies
  8. I think after playing with Tesla for more than 800+ hours and earned 8M+ exp with it i know it's mechanics, and to me Tesla seems to be the weakest turret from the melee range category. It might not be a good change for base Tesla what I mentioned but Developers can try it and adjust augments to it, also as I said they could be augments as well not the stock turret. I liked Tesla way more with 0.66s reload and 630 damage It had 954 DPS and good critical chance. They could've balanced it by reducing the ball lightning range so can't make too big chain field. However the Ball Lightning damage should be increased or the Ball Lightning reload decreased! 1. Hammer 2. Freeze 3. Isida 4. Firebird 5. Tesla Hammer has good impact force and fast shot reload Freeze has the most effective status effect, good DPS, good reload, good critical damage Isida can heal allies which will be rewarded with battle score & EXP, you never run out of energy if you shoot enemies, Defender + Paladin Excelsior + Vampire augment is almost unkillable. and has a 40m range augment Firebird has good reload, damage overtime, high chance for critical hit Tesla has bad reload, bad damage, weak when attacking multiple enemies, lightning ball is too slow to ever reach the enemy unless you go right into their face and shoot them that way, and ball has very short range to connect to enemies. Fire and Freeze has critical mix, and many medium-long range turrets have similar like Smoky, Thunder...etc etc Tesla could use a Critical mix augment as well, or longer range augment... I don't think it is hard to add to the game. They also showed us Opex use a high impact force, fast reload, fast ball augment and we haven't got it, and was leaked 5 months ago already!
  9. After changing the connection range of the Tesla with allies and lightning ball, the lightning ball is basically useless and it is an extra source of damage at this point. BUT having an ally near you is not always guaranteed while you could shoot lightning ball anytime you want and connect to it. I have a 3 ideas for Tesla Balance changes, which could be augments as well?! Idea 1: Radius of adding a ball lightning to the circuit increased Radius of adding a ball lightning to the circuit: 30m (+100%) Radius of adding an ally tank to the circuit: 15m (-50%) Idea 2: Ball lightning damage increased to compensate the poor connection range with the ball Ball lightning damage = 1800 (approx. +55.18%) OR Ball lightning damage = 2700 (approx. +132.76%) Ball lightning reload = 9 seconds (+50%) Idea 3: Ball lightning reload reduced, the ball's only purpose to increase the range. To avoid chaos some parameters have been reduced/removed like the ball lightning range, damage, and adding an ally to the circuit. Ball lightning can pass through enemies exactly like it happens to allies Ball lightning doesn't deal damage anymore, it acts like a tool for Tesla to enhance the connection range Ball lightning reload = 3 second (-50%) Ball lightning range = 50m (-50%) Radius of adding a ball lightning to the circuit = 30m (+100%) Radius of adding an ally tank to the circuit = 1m (approx. -96.66%) Connecting to the ball lightning guarantees a critical hit after every 3rd hit (to compensate for splitting the damage when connecting to a ball) Consequtive critical chance removed when connecting to a ball lightning
  10. Tesla "Tactical Lightning" augment Advantages Reload: -40% (0.6 sec) Critical damage: +30% (1508) Lightning ball damage: +160% (3016) Radius of adding a ball lightning to the circuit: +100% (30m) Disadvantages Damage: -40% (540) Lightning ball speed = 1m/s Radius of adding an ally tank to the circuit: -50% (15m)
  11. Scorpion "Tarantula Hawk" augment [An insect with the 2nd most painful sting in the world, and it sounds cool ? ] Advantages Aiming time: -75% (0.25 sec) Reload after salvo: -75% (2.25 sec) Rocket damage: +25% (500) Rocket force = 9 cond. units Final rocket speed = 50 m/s Final rocket angular velocity = 60°/s Disadvantages Rockets in salvo: -8 (2 total) Initial rocket speed = 10 m/s Scorpion "Bullet Ant" augment [An insect with the 1st most painful sting in the world] Advantages Critical damage: +45% (2030) Initial projectile speed = 1400 m/s Final projectile speed = 700 m/s Projectile force = 21 cond. units Disadvantages Damage: -12.5% (1015) Recoil: +75% (5.25 cond. units) Ricochet effect removed
  12. Tesla "Heavy Plasma" augment Advantages Ball lightning damage: +250% (4060) Ball lightning speed = 30 m/s Ball lightning reload: -50% (3 sec) Disadvantages Ball lightning range: -50% (50m) Tesla "Tesla Coil" augment Advantages Radius of adding a ball lightning to the circuit = 40m Connecting to a lightning ball will speed up the reload by 50% (0.5 sec) Damage: +125% (2025) Critical damage: +250% (4060) Disadvantages Range: -20% (20m) Critical chance = 1% Ligtning ball speed = 1m/s Lightning ball reload: +50% (9 sec) NOTE: The damage has been boosted by 125% because connecting to the lightning ball will divide the damage by the enemies in the circuit! The range has been reduced to compensate for the high damage if connecting to the enemy directly and increased the ball reload) Tesla "High Voltage" augment Advantages Reload: -30% (0.7 sec) Critical damage: +160% (3016) Radius of adding an enemy tank to the circuit: +100% (40m) Disadvantages Damage: -40% (540) Radius of adding a ball lightning to the circuit = 1m
  13. Scorpion "Executioner" shells augment Advantages Damaging the same tank will gradually decrease your reload with every direct hit by 0.5 seconds The damage reduction can be stacked up for maximum 5 times Disadvantages Base reload = 3.3 seconds Missing a shot or shooting another tank will reset the reload If the shot misses the enemy the reload will be: 3.3 seconds, if it hits the same enemy over and over the reload will look like this; 1st hit: 2.8 sec, 2nd hit: 2.3 sec, 3rd hit: 1.8 sec, 4th hit: 1.3 sec, 5th hit: 0.8 sec
  14. Scorpion Missile Launcher "Torpedo" augment Advantages Reload after salvo: -60% (3.6 sec) Rocket damage: +600% (2800) Final rocket speed = 200 m/s Rocket force = 21 cond. units Final rocket angular velocity = 100°/s Rocket minimum splash radius = 12m Rocket average splash radius = 8m Disadvantages Aiming time: +100% (2 sec) Initial rocket speed = 1 m/s Initial rocket angular velocity = 1°/s Rockets in salvo: -9 (1 total) Scorpion Missile Launcher "Ballistic Missiles" augment Advantages Aiming time: -50% (0.5 sec) Initial rocket speed = 500 m/s Final rocket speed = 100 m/s Initial rocket angular velocity = 300°/s Final rocket angular velocity = 20°/s Disadvantages Rockets in salvo: +20 (30 total) Pause between rockets in the salvo: +50% (0.135) Reload after salvo: +50% (13.5 sec)
  15. There aren't too many Scorpion augments to begin with, and the current ones are weak! Despite my effort to make or at least try to give the Development team an idea for new Scorpion augments and the ideas are not taken. I will suggest balancing the current Scorpion augments! First I will try to give a reason why I think it is necessary and 2nd I will introduce my idea. Scorpion "Explosive warheads": The augment makes the turret weaker because the stock average splash radius for the scorpion rockets are 4m, and the augment makes it 3m. We already have an augment that gives the rocket more splash radius and there is no reason to have 2, when the stock turret has a decent splash radius itself, so since there is no augment where the rocket has no splash radius at all but has something else buffed. Rename the augment to Scorpion Missile Launcher "Spike" augment Advantages Aiming time: -90% (0.1 seconds) Reload after salvo: -90% (0.9 seconds) Final rocket angular velocity: 20°/s Disadvantages Rockets in salvo: -9 (1 total) Rockets splash damage removed Scorpion Missile Launcher "Wolfpack": It has had better days, but I would modify it to be a long range augment so the rockets are not viable at close range but better for long range. Scorpion Missile Launcher "Wolfpack" augment Advantages Final rocket speed = 100 m/s Final rocket angular velocity = 60°/s Disadvantages Initial rocket speed = 1 m/s Initial rocket angular velocity = 1°/s Pause between salvo's rockets: +20% (0.108 sec) Scorpion Missile Launcher "Swarm": This augment has been nerfed to the ground each and every time it was involved in a patch note. There is no augment for Scorpion for close range yet, and I think this one is deservant for that role. Scorpion Missile Launcher "Swarm" augment Advantages Rockets per salvo: +10 (20 in total) Aiming time: -50% (0.5 sec) Pause between salvo's rockets: -50% (0.45 sec) Initial rocket angular velocity = 300 m/s Disadvantages Initial rocket speed = 10 m/s Rocket acceleration time: +100% (4 sec) PS.: I don't actually know how to make Scorpion rockets to shoot at close range, but I want them to shoot like Striker, straight forward, and has a good angular velocity at close range. Scorpion "Uranium" shells: It is the weakest Legendary augment for Scorpion, and it needs a huge buff! It is only stronger than Explosive shells augments because It can bounce. Scorpion "Uranium" shells augment Advantages Reload time: -25% (1.95 sec) Critical damage: +30% (1820) Shell minimum ricochet angle: 1° The first shot after spawning will be a critical Every third hit is guaranteed to be a critical Radius of mean area damage in normal mode = 6 meters Minimum area damage radius in normal mode = 12 meters Disadvantages Self damage at close range @Opex-Rah Test them out please! ?
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