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Everything posted by Isshiki
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Scorpion "Ragnarök" augment Advantages Reload: -61.5% (1.00 sec) Recoil: -50% (1.5 cond. units) Initial projectile speed = 1400 m/s Final projectile speed = 700 m/s Projectile speed after a ricochet = 1400 m/s Shell minimum ricochet angle = 1° Aiming time: -90% (0.1 sec) Rocket damage: +900% (4000) Rocket force = 9 cond. units Final rocket speed = 700 m/s Rocket acceleration time: -75% (0.5 sec) Final rocket angular velocity = 17°/s Rocket minimum splash radius = 12m Rocket average splash radius = 6m Disadvantages Damage = 900 Critical damage removed Rockets in salvo: -6 (4 total) Reload after salvo: +100% (18 sec) Initial rocket speed = 1 m/s Initial rocket angular velocity = 1°/s Pause between rockets in salvo: +1000% (0.99 sec)
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You might like these augments then ? Instead of giving protections from status effects, boosting HP or speed they boost the overdrives abilities!
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Conquest augment for Hulls They don't give any kind of protection or immunity against status effects, or boost the HP of the hull or speed of the hull, rather they are interfering with the Overdrives abilities. You may think for some of the Overdrives that I am crazy, but these overdrives last for a few seconds and you could use them maximum 4-6 times / battle. I will say it again, these are just suggestions or in my mind this is how I imagine these augments, just to give a little idea. Wasp Advantages N-2 bomb will explode upon double-pressing shift button Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Hopper Advantages Delay before activation = 0 seconds Burning duration: 10 seconds Range = 30m If an opponent holds a flag or a ball they drop it Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Hornet Advantages Delay before activation = 0 seconds Turns your damage dealt with turret into chaos damage for 20 seconds Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Supercharge effect removed AP effect removed Viking Advantages Delay before activation = 0 seconds Duration = 10 seconds After activating overdrive gains immunity against all negative status effects for the duration of overdrive After activating overdrive gains immunity against impact force from all turrets, mines, grenades, overdrives... etc Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Crusader Advantages Delay before activation = 0 seconds Radius of max splash damage: 10 m Radius of medium splash damage: 20 m Overdrive medium splash damage = 75% Overdrive minimum splash damage = 50% Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Hunter Advantages Delay before activation = 0 seconds Chaos damage = 3000 If an opponent holds a flag or a ball they drop it Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Paladin Advantages Delay before activation = 0 seconds Instant HP regeneration = 3000 (yourself) Chaos damage protection = 50% (for 20 seconds) (yourself & allies in the radius of OD) Immunity against Burning & Freezing status effects (yourself & allies in the radius of OD) Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Dictator Advantages Delay before activation = 0 seconds Instant HP regeneration = 4000 (yourself & allies) Protection against all turrets & mines = 50% (for 20 seconds) (yourself & allies who were in the range of OD when activating it) Damage boost = +100% (Duration 20 seconds) Doesn't trigger repair kit when activating overdrive Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Supercharge effect removed Titan Advantages Delay before activation = 0 seconds Enemies attacking tanks under the Dome will receive 20% of the damage they would originally deal (without the dome's 90% protection) Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Ares Advantages Delay before activation = 0 seconds BFG ball will explode upon double-pressing shift button Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Possibility of self damage if detonated close to you Mammoth Advantages Delay before activation = 0 seconds Damage = 4000 per second (1000/tick) Increase to maximum speed boost = 100% Protection against all kinds of damages = 50% (damage from all turrets, critical damage, chaos damage... mine protection is still 100%) Recovers 1000 HP per tick while damaging enemy with the Overdrive. Healing rate is not affected by protection, supplies, or status effects. Speed of overdrive reload (score): +100% Disadvantages Speed of overdrive reload (time): -100% Duration = 10 seconds
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After testing Scorpion augments, Swarm sticks out to me... in a bad way! EMP and AP are much better than Swarm, because the rockets have the same angular velocity in all 3 augments, but AP can completely remove all type of armors and deall 800 damage per rocket with the first one or two rockets only dealing less, so that's about 7000 damage. while Swarm will deal about 110/rockets if someone has Defender + 50% protection against Scorpion which is 2200 damage. The -50% aiming time and -30% pause between salvo's rockets won't save the augment. Here is my suggestion: Advantages Rockets per salvo: +10 (20 total) Aiming time: -50% (0.5 sec) Pause between salvo's rockets: -50% (0.045 sec) Final rocket speed = 40 m/s Initial rocket angular velocity: +100% (240°/s) Rocket force: +100% (3 cond. uinits) OPTIONAL Disadvantages Initial rocket speed = 10 m/s Salvo reload: +20% (10.8 sec) OPTIONAL With these changes the rockets should be able to hit enemies right in front of you, which is somewhat worth to use over EMP/AP. Giving it extra rocket force would be very nice.
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Scorpion "Assassinator" augment Advantages Regular shot reload: -30% (1.82 sec) Aiming time: -50% (0.5 sec) Rocket damage: +200% (1200) Final rocket angular velocity = 360°/s Final rocket speed = 200m/s Disadvantages Initial rocket speed = 1 m/s Initial rocket angular velocity = 1°/s Reload after salvo: +100% (18 sec) Pause between rockets in salvo: +100% (0.18 sec) Scorpion "Gazelle" augment Advantages Shell minimum ricochet angle = 1° Initial projectile speed = 1400 m/s Final projectile speed = 700 m/s Projectile speed after ricochet: 1400 m/s Projectile force: +50% (10.5 cond. units) Regular shot reload: -25% (1.95 sec) Upward autoaim: 45° Downward autoaim: 30° Turning speed = +100% (180 °/s) Turning acceleration +100% (180 °/s) Weak damage = 100% Aiming time: -50% (0.5 sec) Reload after salvo: -60% (3.6 sec) Rocket damage: +125% (900) Final rocket speed = 150 m/s Final rocket angular velocity = 120°/s Rocket acceleration time: -50% (1 sec) Disadvantages Rockets in salvo: -8 (2 total) Regular shot damage = 900 Initial rocket speed = 15 m/s Initial rocket angular velocity = 1°/s Scorpion "Scythe" augment Advantages Regular shot reload: -65% (0.91 sec) Projectile acceleration time: +100% (1 sec) Recoil: -80% (0.6 cond. units) Aiming time: -80% (0.2 sec) Final rocket speed = 100 m/s Final rocket angular velocity = 180°/s Pause between the rockets in a salvo: -50% (0.045 sec) Disadvantages Critical damage chance = 1% Final projectile speed = 100 m/s Projectile force: -80% (1.4 cond. units) Range of max damage: -50% (60m) Range of min damage: -50% (90m) Rocket damage: -25% (300) Initial rocket angular velocity = 1°/s
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Updating Augment suggestiosn for the freshly balanced Scorpion Scorpion "Stinger" shells augment Advantages Initial projectile speed: +100% (1400 m/s) Shell minimum ricochet angle: 3° Projectile force = 15 cond. units Reload: -25% (1.95 sec) Disadvantages Recoil: +30% (3.9 cond. units) Critical damage removed Scorpion Missile Launcher "Tandem" augment Advantages Rocket damage: +125% (900) Aiming time: -50% (0.5 sec) Final rocket speed = 100 m/s Reload after salvo: -50% (4.5 sec) Rocket acceleration time: -50% (1 sec) Final rocket angular velocity = 80°/s Pause between the rockets in a salvo: -100% (0 sec) Disadvantages Rockets in salvo: -8 (2 total) Initial rocket angular velocity = 80°/s Initial rocket speed = 10 m/s Scorpion Missile Launcher "Meteor" augment Advantages Rocket damage: +150% (1000) Final rocket speed = 350 m/s Final rocket angular velocity = 170°/s Rocket acceleration time: -75% (0.5 sec) Pause between the rockets in a salvo: 50 ms Disadvantages Initial rocket speed = 1 m/s Initial rocket angular velocity: 17°/s Rockets in salvo: -6 (4 total) Rocket splash damage radius = 1m Scorpion "Demolisher" augment Advantages Damage: +160% (3016) Critical damage: +190% (4060) Rocket damage: +1200% (5200) Final rocket angular velocity = 360°/s Initial projectile speed: 1400 m/s Final projectile speed: 700 m/s Impact force = 21 cond. units Aim recovery time = 10 sec Rocket minimum splash damage radius: 12 m Rocket average splash damage radius: 6 m Disadvantages Reload: +150% (6.5 sec) Recoil: +100% (6 cond. units) Rockets in salvo: -9 (1 total) Aiming time: +200% (3 sec) Initial rocket angular velocity = 1°/s
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Where is the matching augment? ? Ricochet RF -> Superfast projectiles (Helios) Twins RF -> Superfast projectiles (Plasma Turbo Accelerators) Tesla RF -> Shock Therapy (Was not exlusively for the RF event, but it has superfast reload) Scorpion RF -> ? ? ? Make superfast rockets!! or superfast reload for standard shot ?
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At least should have made a matching new augment for Scorpion ?
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No more OP Groups FINALLY!!! Also Scorpion changes... curious how it turns out! Can't wait to try out after server restart ? PS.: @Opex-Rah Can we expect a new Scorpion augment soon? ? (or multiple new augments for scorpion ;D)
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New selection of Augments Small detail about them: They are called "Conquest" augments. Earning them will be hard, but worth it. They have one thing in common with the old phoenix augments... they are designed to eliminate the cons of the turrets with just a few disadvantages. Unlike the old Phoenix augments they don't include other augments abilities, but they are better at eliminating the cons of the turret. Conquest augments also boost the damage and critical damage/critical chance of the turret enough to take 1 less hit to destroy an enemy tank (but it depends on the hull) or deal critical damage more frequently. Ways to get the augments: I would suggest for this augment to pop up in the "Phoenix missions" after achieving one of the Phoenix augments. To get this Conquest augment you would need to use the Phoenix augment for some time, e.g. 1.000.000 battle score. Here is my suggestion for every Conquest augments (The given amounts are parameters of fully upgraded modifications of the equipment) Firebird (Cons of the turret: short range, runs out of fuel fast) Advantages Damage per second: 1500 Damage per tick: 375 Critical damage per second: 2000 Critical damage per tick: 500 Energy consumption = 200 cond. units/s (you can damage enemy for 5 seconds, which means 7500 damage per fuel tank) Range of max damage = 20 m Range of min damage = 30m Range = 40m Enemy highlight range = 50m Disadvantage Heating rate = 0.1 cond. units/sec Freeze (Cons of the turret: short range, runs out of fuel fast) Advantages Damage per second: 1500 Damage per tick: 375 Critical chance = 4.8% (same as Firebird) Energy consumption = 166 cond. units/s (you can damage enemy for 6 seconds, which means 9000 damage per fuel tank) Range of max damage = 20 m Range of min damage = 30m Range = 40m Enemy highlight range = 50m Disadvantage Freezing rate = 0.1 cond. units/sec Isida (Cons of the turret: short range, slow reload, bad energy consumption when healing) Advantages Damage per second: 1400 Damage per tick: 350 Critical damage: 400 Critical chance = 4.8% (same as Firebird) Critical healing chance = 4.8% Charge = 250 cond. units/s (Fully reloading an energy fuel = 4 seconds) Energy consumption when healing = 50 units/sec Range = 40m Enemy highlight range = 50m Disadvantage Energy consumption when idle = 250 units/sec Tesla (Cons of the turret: short range, short radius of adding a ball lightning to the circuit, slow lightning ball reload, slow lightning ball speed, split damage) Advantages Damage: 1000 Critical damage: 1500 Lightning ball damage: 1500 Lightning ball reload = 3 seconds Lightning ball speed = 20 m/s Range = 40m Enemy highlight range = 50m Radius of adding a ball lightning to the circuit = 30 m Lightning ball warmup time: -100% (0 seconds) Damage does not split when more enemies are in the chain lightning or connecting to a lightning ball Disadvantages Radius of adding an ally tank to the circuit = 15 m Hammer (short range, small amount of shots per clip) Advantages Damage: 1000 Critical shot damage: 1500 Amount of shots = 10 Range of max damage = 50 m Range of min damage = 60m Enemy highlight range = 80 m Horizontal spreading degree: -80% (4 deg) Disadvantages Clip reload: +40% (3.5 sec) Projectile force: -60% (6 cond. units) Twins (medium range, slow projectile, high possibility of self damage) Advantages Damage: 250 Critical damage: 600 Initial projectile speed: +150% (300 m/s) Range of max damage = 120 m Range of min damage = 180 m Enemy highlight range = 190 m Self damage removed Disadvantages Splash damage removed Ricochet (high energy consuption when firing, medium range, limited amount of ricochets) Advantages Damage: 400 Critical damage: 600 Energy per shot = 40 cond. units (You can fire 25 shots before energy tank runs out) Final projectile speed = 300 m/s Range of max damage = 120 m Range of min damage = 180 m Enemy highlight range = 190 m Maximum number of ricochet = Infinite (When it reaches maximum range while bouncing the projectile disappears) Disadvantages Charge = 100 cond. units/s (10 seconds to fully reload the energy tank) Vulcan (long time to stop the barrel, slow turret rotation when firing, time to overheat mechanic) Advantages Damage: 125 Critical chance = 2.8% Final projectile speed = 300 m/s Range of max damage = 180 m Range of min damage = 240 m Enemy highlight range = 360 m Barrels stopping time = 1 s (Amount of time it takes to stop spinning the barrels) Turret rotation slowdown mechanic removed (you can rotate your turret when firing in regular speed) Time to overheat mechanic removed (you will not get burned when firing for too long) Disadvantages Barrels rotating time = 1.5 s (Amount of time between the press of the firing button and the start of firing) Smoky (projectile is distance dependent, medium range, weak projectile force) Advantages Damage: 750 Critical damage: 1000 Projectile force = 5 cond. units Enemy highlight range = 360 m Weak damage = 100% Disadvantages Reload: +10% (1.21 s) Striker (low amounts of rockets in a salvo, too much gap between rockets in the salvo, slow initial rocket, long aiming time) Advantages Damage: 1000 Critical damage: 1500 Number of rockets in a salvo: +2 (6 total) Pause between the rockets in a salvo: -60% (0.1 s) Initial rocket speed = 120 m/s Aiming time: -62% (0.988 sec) Aim recovery time: +100% (4 s) Disadvantages Reload after salvo: +50% (2.55 s) Thunder (slow projectile speed for a medium range turret, projectile is distance dependent) Advantages Damage: 1000 Critical damage: 1500 Reload: -25% (1.5 sec) Initial projectile speed = 1000 m/s Final projectile speed = 500 m/s Projectile force = 9 cond. units Enemy highlight range = 360 m Weak damage = 100% Disadvantages Splash damage radius: -25% Scorpion (damage is distance dependent, rockets are unable to hit a target unless they are not moving, slow projectile speed, slow reload, slow reload after salvo) Advantages Damage: 1400 Critical damage: 1800 Rocket damage: 460 Reload: -25% (1.95 s) Shell speed = 1400 m/s Projectile force = 12 cond. units Weak damage = 100% Aiming time: -70% (0.3 s) Reload after salvo: -70% (2.7 s) Final rocket speed: 100 m/s Rocket acceleration time: -75% (0.5 sec) Pause between the rockets in a salvo = 0.05 sec Initial rocket angular velocity = 360°/s Final rocket angular velocity = 360°/s Rocket weak damage = 100% Disadvantages Initial rocket speed = 10 m/s Rockets in a salvo: -6 (4 in total) Ricochet effect removed Magnum (Cons of the turret: slow reload, slow projectile speed) Advantages Damage: 1500 Critical damage: 2000 Reload: -60% (1 s) Initial projectile speed = 120 m/s Final projectile speed = 350 m/s Initial Turret Angle: 6 Disadvantages Charge rate: +40% (3.5 sec) Railgun (Cons of the turret: slow reload, damage is distance dependent) Advantages Damage: 1500 Critical damage: 2000 Reload: -60% (1 sec) Weak damage = 100% Disadvantages Shot warmup time: 2 sec Gauss (Cons of the turret: long aiming time, long reload, slow projectile speed for a long range turret, damage is distance dependent) Advantages Damage: 750 Critical damage: 1000 Salvo damage: 2000 Aiming time: -60% (0.6 s) Reload after salvo: -40% (2.82 s) Initial projectile speed = 1000 m/s Final projectile speed = 500 m/s Weak damage = 100% Self damage removed in arcade firing mode Disadvantages Reload: +10% (1.43 s) Splash damage removed in arcade firing mode Shaft (Cons of the turret: low amount of minimum sniping damage, slow charge rate, slow energy consumption, bad sight in sniping mode, damage is distance dependent) Advantages Damage: 750 Critical damage: 1000 Minimum sniping damage: 2000 Maximum sniping damage: 6000 Charge rate = 200 cond. units/s (5 seconds to fully reload the energy bar after a sniping shot) Energy consumption = 500 cond. units/s (it takes 2 seconds to reach the maximum sniping damage) Max FOV = 50° (Field of view angle in sniping mode with full charge) Weak damage = 100% Disadvantages Reload: +10% (1.65 s) All sniping shots will consume the full energy bar and so require a full reload Note: Ofc this is just an idea/suggestion, the parameters and everything... but the idea itself and the augment name "Conquest" is very good! It took more than 3 hours, so I would be glad if someone could appreciate it ? @Opex-Rah
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Re-work of some of my previous augment suggestions Scorpion "Stinger" shells augment Advantages Damage: +25% (1450) Critical damage: +30% (1820) Projectile force: +100% (14 cond. units) Shell speed: +100% (1400 m/s) Weak damage = 100% Disadvantages Ricochet effect removed Recoil: +50% (4.5 cond. units) Scorpion Missile Launcher "Tandem" augment Advantages Aiming time: -50% (0.5 sec) Rocket damage: +125% (900) Final rocket speed = 150 m/s Reload after salvo: -70% (4.2 sec) Initial rocket angular velocity: 300°/s Final rocket angular velocity: 100°/s Pause between salvo's rockets: -100% Rocket acceleration time: -60% (1 sec) Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Disadvantages Rockets per salvo: 2 Initial rocket speed = 15 m/s Aim recovery time: -50% (1.5 sec) Scorpion Missile Launcher "Meteor" augment Advantages Rocket damage: +150% (1000) Rocket force = 7 cond. units (per rocket) Final rocket speed = 350 m/s Rocket acceleration time: -80% (0.5 sec) Initial rocket angular velocity: 200°/s Final rocket angular velocity: 300°/s Pause between rockets in salvo = 50 ms Disadvantages Splash radius = 1m Rockets in salvo: -6 (4 in total) Initial rocket speed = 1 m/s
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Scorpion "Earthquake" augment Advantages Reload: -70% (0.9 sec) Critical damage: +100% (2800) Projectile force: +50% (10.5 cond. units) Shell minimum ricochet angle = 5° Radius of medium explosion damage = 6m Radius of minimum explosion damage = 12m Recoil: -80% (0.6. cond. units) Weak damage = 100% Disadvantages Damage: -20% (928) Critical damage chance = 1% Aiming time: +200% (3 sec) Reload after salvo: +100% (28 sec) Making the rockets almost unusable because of the long aiming time & reload, the standard shot have become the main source of damage! Scorpion "Tsunami" augment Advantages Aiming time: -50% (0.5 sec) Rockets in a salvo: +10 (20 total) Reload after salvo: -75% (3.5 sec) Rocket force: +100% (3 cond. units/rocket) Pause between the rockets in a salvo: -80% (0.022) Rocket acceleration time: -80% (0.5 sec) Final rocket speed = 350 m/s Initial rocket angular velocity = 360°/s Final rocket angular velocity = 360°/s Rocket medium explosion damage radius = 5m Rocket minimum explosion damage radius = 10m Disadvantages Reload: +100% (6 sec) Critical damage removed Shell speed: -50% (350 m/s) Weak damage = 25% Rocket damage: -25% (300) Initial rocket speed = 1 m/s Making the standard shot almost unusable because of the long reload time, the salvo missiles have become the main source of damage!
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Implement AI to Matchmaking so it is able to self-develop, learning people's habits. If I leave from a battle I don't want to be put there another 10+ times! I leave because I don't want to be there but apparently MM thinks I leave because I have so much time to keep joining and leaving a battle! AI fused MM should be able to know if you left a battle not to put you back there! Also If you leave from a certain map many times they will not put you in that map anymore, and Developers could expell maps from MM's that no one wants play on! It is time to be in favor of players! Small things but they are very important and can save a ton of time! Thanks! ?
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Scorpion "Uranium" shells augment balance Advantages The first shot after spawning will be a critical Every third hit is guaranteed to be a critical Reload time: -20% Critical damage: +30% Max ricochet count: 3 Shell minimum ricochet angle: 5° Radius of max explosion damage = 3m Radius of medium explosion damage = 6m Radius of min explosion damage = 12m Disadvantages Critical hits cannot happen consecutively Self damage at close range
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New hull augment: "Hazard" It would be a hard to earn augment like the Phoenix one... or even harder. My idea of obtaining this augment is after you completed Phoenix missions for your hull a new mission becomes available for this Hazard augment which requires you to use your Phoenix hull augment in Matchmaking battles and earn 1.000.000 or 2.000.000 battle score. . . so that would make it a total 6-7 million score. Could make "Hazard" augments for Turrets as well in the future! Let's get to the point here is what it can do: Advantages Picking up a supply box adds 500 HP Speed of overdrive reload (score): +100% Regardless from the type of the hull deals 999 chaos damage upon death to enemies nearby Radius of maximum splash damage: 6m Radius of average splash damage: 6m Radius of minimum splash damage: 6m Average and minimum splash damage: 100% Protects the tank from destruction once per respawn Health recovered: 1 HP A maximum of 10 placed mines survive after the death of the tank. Grenade reload no longer requires tank respawn. Disadvantages Overdrive does not charge passively over time
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Hull: " Axolotl " (Hover Hull) Overdrive: " Spirit Transformation " Overdrive Mechanics: When spirit transformation takes place the tank can pass through dead bodies and "tank made" objects. (e.g. the foam grenade in the future or other walls/objects made by another tank via overdrive/grenade etc... Can not pass through objects, walls, building, other matter that are part of the map and alive tanks!) The user gains immunity against impact force and grants a temporary module (Spirit) with protection against all turrets, mines & critical damage (Can NOT be stacked with modules that you are already using!) On top of the module in the first few seconds you are protected by the spirits, unable to receive damage! Last but not least, you receive Temperature Control (Immunity from Freezing and Burning status effects). The module "Spirit" and Temperature control is shared with allies in the effect radius! Vulnerability: Chaos damage from other Overdrives, Armor Piercing effect Duration of effects Immortality: 1 → 3 seconds (You can not receive damage for the duration of effect. Not even chaos damage!!!) Spirit transformation: 10 seconds (ability to pass through tank made objects & dead bodies) Impact force immunity: 10 seconds (the user doesn't receive any impact force) Spectrum module "Spirit" damage reduction: 35 → 70% (protection against all turrets, mines & critical damage) Spectrum module "Spirit" duration: 15 seconds Temperature control duration: 15 seconds (Immunity from Freezing and Burning status effects) Effect radius: 25m
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Scorpion "Pistol" augment Advantages Reload: -40% (1.8 sec) Rockets in salvo: +2 (12 in total) Rocket damage: +150% (1000) Rocket force = 4 cond. units Pause between rockets in salvo: -30% (0.077 sec) Rocket medium splash damage radius: 5m Rocket minimum splash damage radius: 10m Initial rocket speed = 150 m/s Final rocket speed: 75 m/s Initial rocket angular velocity = 300°/s Final rocket angular velocity = 100°/s Disadvantages Critical damage removed Projectile force: -50% (3.5 cond. units) Weak damage = 25% Aiming time: +100% (2 sec) Salvo reload: +50% (21 sec) Scorpion "Bazooka" augment Advantages Damage: +75% (2030) Critical damage: +120% (3080) Projectile force: +100% (14 cond. units) Aiming time: -90% (0.1 sec) Rocket force = 15 cond. units Reload after salvo: -85% (2.1 sec) Rocket damage +25% (500) Final rocket speed = 350 m/s Initial rocket angular velocity: 360°/sec Final rocket angular velocity: 360°/sec Rocket acceleration time: -60% (1 sec) Pause between rockets in salvo = 50 ms Disadvantages Reload: +40% (4.2 sec) Rockets in salvo: -8 (2 total) Initial rocket speed = 1 m/s Recoil: +100% (6 cond. units) Aiming recovery time: -90% (0.3 sec)
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Scorpion "Mathayus" augment (Mathayus = Scorpion King) Advantages Shell minimum ricochet angle = 1° Radius of maximum area damage in normal mode = 3m Radius of medium area damage in normal mode = 6m Radius of minimum area damage in normal mode = 12m Rocket medium splash damage radius = 5m Rocket minimum splash damage radius = 10m Rocket damage: +25% (500) Shell speed: +100% (1400 m/s) Weak damage = 100% Projectile force: +50% (10.5 cond. units) Critical damage: +7.5% (1505) Aiming time: -75% (0.25 sec) Reload after salvo: -50% (7 sec) Final rocket speed = 500 m/s Rocket acceleration time: -60% (1 sec) Initial rocket angular velocity: 200°/s Final rocket angular velocity: 300°/s Disadvantages Damage: -12.5% (1015) Recoil: +50% (4.5 cond. units) Rockets in salvo: -4 (6 total) Pause between the rockets in a salvo: +100% (0.22 sec) Aiming recovery time: -80% (0.6 sec) Initial rocket speed = 1 m/s Self damage at close range
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Scorpion "Splashyard" augment Advantages Shell minimum ricochet angle: 5° Radius of critical explosion damage in normal mode: 12m Radius of max explosion damage in normal mode: 3m Radius of medium explosion damage in normal mode: 6m Radius of min explosion damage: 12m Rocket max explosion damage radius: 3m Rocket medium explosion damage radius: 6m Rocket min explosion damage radius: 12m Disadvantages Self damage at close range Scorpion "Spikes" augment Advantages Reload: -70% (0.9 s) Recoil: -80% (0.6 cond. units) Aiming time: -50% (0.5 s) Rockets in salvo: +20 (30 total) Rocket force: +100% (3 cond. units) Pause between the rockets in a salvo: -80% (0.022) Final rocket speed = 100 m/s Initial rocket angular velocity = 300°/s Final rocket angulat velocity = 100°/s Disadvantages Damage: -40% (696) Critical damage: -25% (1050) Shell speed: -50% (350 m/s) Projectile force: -80% (1.4 cond. units) Rocket damage: -75% (100) Initial rocket speed = 10 m/s Scorpion "Super-smart ammunition" augment Advantages Damage reduction when enemy damaged: 50% (1.8 s) Destroying an enemy with a salvo reloads the salvo Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Initial rocket angular velocity = 200°/s Final rocket angular velocity = 100°/s Disadvantages Base reload: +20% (3.6 s) Reload after salvo: +50% (21 s)
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Scorpion "Berserker" augment Advantages Damage: +160% (3016) Critical damage: +190% (4060) Projectile force = 15 cond. units Weak damage = 100% Final rocket speed = 200 m/s Rocket acceleration time: -80% (0.5 s) Rocket damage: +400% (2000) Reload after salvo: -30% (9.8 sec) Initial rocket angular velocity = 200°/s Final rocket angular velocity = 300°/s Pause between the rockets in a salvo = 50 ms Disadvantages Reload: +33.5% (4.0s) Initial projectile speed: -50% (350 m/s) Final projectile speed: -25% (225 m/s) Ricochet effect disabled Turret turning speed: -50% (45°/s) Turret turning acceleration: -50% (45°/s) Recoil: +50% (4.5 cond. units) Aiming time: +100% (2 sec) Initial rocket speed = 1 m/s Rockets in salvo: -8 (2 in total)
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Scorpion Missile Launcher "Fangs" augment Advantages Rocket damage: +150% (1000) Reload after salvo: -50% (7 sec) Rocket min explosion damage radius: 12m Rocket medium explosion damage radius: 6m Rocket max explosion damage radius: 3m Final rocket speed = 500 m/s Initial rocket angular speed = +100% (160 deg/s) Final rocket angular speed = +1300% (98 deg/s) Disadvantages Aiming time: +200% (3 sec) Rockets in a salvo: -4 (6 total) Initial rocket speed = 1 m/s Pause between the rockets in a salvo: +400% (0.55 sec) Scorpion "Hazard" augment Advantages Projectile force: +200% (21 cond. units) Shell minimum ricochet angle = 3° Shell speed: +100% Aiming time: -50% (0.5 sec) Reload after salvo: -40% (8.4 sec) Rocket damage: +25% (500) Rocket force: +500% (9 cond. units/rocket) Pause between the rockets in a salvo = 50ms Final rocket speed: 150 m/s Initial rocket angular speed = 300 deg/s Final rocket angular speed = 100 deg/s Disadvantages Rockets in a salvo: -6 (4 in total) Recoil: +100% (6 cond. units) Initial rocket speed: 15 m/s Aim recovery time: -70% (0.9 sec)
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Tesla "Horus" augment Advantages Reload = 0.25 sec Critical damage chance = 30% Range: +60% (40m) Radius of adding a ball lightning to the circuit = 40m Lightning ball damage: +160% (3016) Disadvantages Damage: -80% (180) Radius of adding an ally tank to the circuit = 1m Lightning ball reload: +50% (9 sec) Lightning ball speed: -50% (3 m/s) Cone angle: -50% (10°)
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In a recent post someone talked about improving crystal rewarding system, which made me think about score rewarding system, and how outdated it is. You get the same score for destroying a tank who is carrying a flag or a ball as destroying a tank without a flag or a ball. You get the same score for destroying someone with a combo damage, a grenade or a mine. I would also improve score earning in different battle formats. This is my suggestion for improving battle score rewarding system: (Green: increased amounts, Red: decreased amounts, White: no change, Blue: new system) Deathmatch Destroying an enemy: 15 score Assist in destroying: 0 score Team Deathmatch Destroying an enemy: 20 score Assist in destroying: 10 score Capture the Flag Destroying an enemy: 15 score Assist in destroying: 5 score Capturing a flag: 80 score Assist in capturing a flag: 40 score Destroying an enemy bringing a flag: 25 score Returning a flag: 15 score Control Points Destroying an enemy: 15 score Assist in destroying: 5 score Capturing a point: 20 score Neutralizing a point: 5 score Assault Destroying an enemy: 15 score (attacking team) Destroying an enemy: 20 score (defending team) Assist in destroying: 5 score (both teams) Capturing a flag: 50 score Destroying an enemy bringing a flag: 30 score Siege Destroying an enemy: 15 score Assist in destroying: 5 score Capturing a point: 60 score Assist in capturing a point: 20 score (recently died before the point was captured) (If possible in Siege I would reward those who spent more time on the point who was just lucky to grab the point at the last second before capturing it. Capturing a point takes 25 seconds and this is how I would reward it; Grabbing the point for: 1-5 seconds: 20 score, 6-10 seconds: 30 score, 11-15 seconds: 40 score, 16-20 seconds: 50 score, 21-25 seconds: 60 score) Rugby Destroying an enemy: 15 score Assist in destroying: 5 score Capturing a ball: 60 score Assist in capturing a ball: 30 score Destroying an enemy with a ball: 25 score Team Juggernaut Destroying an enemy: 15 score Assist in destroying: 5 score Destroying a Juggernaut: 60 score Assist in destroying a Juggernaut: 30 score Solo Juggernaut Destroying an enemy: 15 score Assist in destroying: 0 score Destroying a Juggernaut: 30 score (Currently it's the same 15 score for destroying a Juggernaut in SJR as destroying a regular tank and i think it is unfair) Destroying enemies as a Juggernaut: 20 score (The Juggernaut in SJR is so short-living because the HP is low and everyone attacking you, raising the score gained from killing enemies can be a solution without buffing the Juggernaut itself) EXTRA Engineer augment: Picking up a box on the battle field: 5 score (Supply box, gold box, megagold, nuclear energy, crystal box... etc) Destroying an enemy with a grenade: 25 score (No matter which battle format you are in) Destroying an enemy with a mine: 25 score (No matter which battle format you are in) Destroying an enemy with a combo damage: 30 score [(No matter which battle format you are in) currently only railgun has one]
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Overdrive Balance: Wasp Delay before explosion: 3 seconds Explosive damage: 4000 hp at center of explosion, decreasing with distance Damage radius: 60 (25% damage) / 30 (50% damage) / 20 (100% damage) meters (min, avg, max) Maximum impact force: 20 cond. units Burning duration: 10 seconds Stun duration: 0.4 second EMP duration: 1 second Jamming duration: 9 seconds Radius of applying status effects: 60m Radius of destroying mines: 15m Hornet Duration: 90 seconds Jammer radius: 60 m Jammer duration: 10 seconds Turns regular damage into chaos damage Chaos damage duration: 15 seconds Hopper Radius: 20 m Jump force: 1300 Instant Damage: 1500 → 2000 HP Stun duration: 4 seconds Burning duration: 10 seconds Radius of destroying mines: 15m Paladin Duration: 20 seconds Effect radius: 25 meters Healing per tick (¼sec): 35 → 50 HP EMP, AP, Stun, Jamming immunity Chaos damage resistance: 25% → 50% Dictator Range: 25 meters Removes negative status effects from caster & allied tanks Restores 100% of your HP (without triggering the repair kit supply) Activates Double Armor, Double Damage, Speed Boost for caster & allied tanks Freezing duration: 10 seconds Jamming duration: 10 seconds Stun duration: 3 seconds Supercharge duration: 10 seconds Mammoth Duration: 15 seconds Range: 7.5 meters Damage: 3996 hp per second Increase to maximum speed: 50% Mine protection 100% Instantly repairs the tank Instantly removes all negative status effects and grants immunity from them Impact force protection: 100%
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The current situation of the turret, Scorpion: The projectile doesn't have splash damage like thunder, it cannot penetrate through enemies like railgun, the initial projectile speed is the same as smoky but the final speed is slower, yet smoky has 2.7x faster reload, the projectile force is only 7 while railgun has 9 which can give that force to multiple enemies. The rockets of Scorpion are a disgrace to the turret. The stock turret's rockets are not able to hit an enemy except when they are not moving at all. what kind of mechanics is this? and after all that the reload of the salvo is horrible, the damage is not even that good... the speed of the rocket is bad, no splash damage for the rockets... nothing! This is the only turret where using the status effect augments are not worth it, because the rockets will not hit the enemy, and the critical damage is reduced by 50%, the status effect wears off before I get my reload back and could make another hit. In my opinion Scorpion needs a rework to make it a usable turret. I am not thinking about making it OP but it is useless without augments, and even the current augments are bad and only been nerfed since they came out while other augments and turrets are shining. For the standard shot take it into account of what I said in the beggining. The projectile doesn't have splash damage, barely has more damage than a thunder while 50% slower reload, the projectile force is not that great and the projectile speed is not so good regarding it's reload. The rockets are straight up garbage because as I said it cannot hit anyone beside motionless tanks, so it needs a full rework! Here is my suggestion, please test it out because the current Scorpion turret is dead in the game. @Opex-Rah Regular shot Damage: 1160 -> 1400 Critical damage: 1400 -> 1750 Critical damage chance: 18.7% Reload: 3s -> 3.4s Initial projectile speed: 700m/s -> 1000m/s Final projectile speed: 300m/s -> 700m/s Projectile speed after a ricochet: 300m/s -> 700m/s Projectile acceleration time: 0.5s Range of max damage: 120m Range of min damage: 180m Weak damage: 50% Projectile radius: 1m Maximum number of ricochets: 1 Minimum angle of ricochet: 72° Projectile force: 7 cond. units -> 9 cond. units Explosion force: 1 cond. units Recoil: 3 cond. units Radius of critical explosion damage: 1m Radius of max explosion damage: 1m Radius of medium explosion damage: 1m Radius of min explosion damage: 1m Percentage of medium explosion damage: 50% Percentage of min explosion damage: 50% Salvo shot Rocket damage: 400 -> 460 Salvo damage: 4000 -> 2760 Amount of rocekts in a salvo: 10 -> 6 Pause between the rockets in a salvo: 0.11s -> 0.1s Reloading a salvo: 14s -> 10s Aiming time: 1s Aim recovery time: 3s -> 2s Initial rocket speed: 70m/s -> 20m/s Final rocket speed: 20m/s -> 50m/s Initial rocket angular speed: 80deg/sec -> 100deg/sec Final rocket angular speed: 7deg/sec -> 10deg/sec Rocket acceleration time: 2.5s -> 1s Rocket force: 1.5 cond. units -> 2.5 cond. units (it is the same as before 1.5*10=15 2.5*6=15) Explosion force: 1.5 cond. units -> 2.5 cond. units (it is the same as before 1.5*10=15 2.5*6=15) Rocket recoil: 0.2 cond. units -> 0.4 cond. units Radius of max explosion damage: 2m -> 3m Radius of medium explosion damage: 2m -> 6m Radius of min explosion damage: 2m -> 9m Medium explosion damage: 50% Weak explosion damage: 50% Augments I would change Explosive warheads -> Dimmed warheads: Reload after salvo: -25%, Aiming time: +50%, Splash damage removed Missile Launcher "Wolfpack": Rockets in salvo: +4 (10 total), Final rocket speed: +100%, Aiming time: +50%, Salvo reload time: +50% Missile Launcher "Tornado": Rockets in salvo: +14 (20 total), Pause between salvo's rockets: -50%, Aiming recovery time: +50% Initial rocket speed: 75 m/s, Aiming time: +100%, Salvo reload time: +50%, Final rocket speed: 25 m/s, Rocket acceleration time: +100%, Damage per rocket: -13% Missile Launcher "Swarm": Rockets per salvo: +14 (20 total), Minimum rocket angular velocity: +100%, Maximum rocket angular velocity: +900%, Aiming time: -50%, Pause between salvo's rockets: -50% Initial rocket speed: 50m/s, Salvo reload time: +25%, Damage per rocket: -56.5%, Missile Launcher "Spear": Salvo reload time: -25%, Aiming time: -50%, Initial rocket speed: 80m/s, Initial rocket min. angular velocity: 10 deg/sec, Initial rocket max. angular velocity: 300 deg/sec, Final rocket speed: 40m/s, Rocket acceleration time: +100%, Rockets in salvo: -2 (4 total), Pause between salvo's rockets: +50% Uranium shells: Max ricochet count: 3, Shell minimum ricochet angle: 5°, The first shot after spawning will be a critical, Every third hit is guaranteed to be a critical, Reload: -20%, Shell speed: +100%, Critical damage: +15%, Radius of mean area damage in normal mode = 2 meters, Minimum area damage radius in normal mode = 12 meters, Self damage at close range
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