Jump to content
EN
Play

Forum

Isshiki

Tanker
  • Posts

    96
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Isshiki

  1. Scorpion Uranium augment balance change suggestion Advantages 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% (2.4 sec) Shell speed: +100% Critical damage: +10% (1540) Radius of mean area damage in normal mode = 2 meters Minimum area damage radius in normal mode = 12 meters
  2. Popular augments for different turrets made for Scorpion Scorpion "Strict Ammunition" shells augment Advantages Every fourth hit is guaranteed to be a critical The first shot after spawning will be a critical Reload time: -30% (2.1 sec) Critical damage: +30% (1820) Scorpion "Hyperspeed" shells augment Advantages Initial projectile speed: 1400 m/s Final projectile speed: 700 m/s Weak damage: 300% Range of minimum damage: -60% (72m) Range of maximum damage: -70% (36m) Highlighting range: +100% (720m) Disadvantages Standard shot damage: -40% (696) Critical hits disabled Scorpion Missile Launcher "Uranium" augment Advantages Aiming time: -50% (0.5 sec) Critical damage: +160% (3640) Rocket damage: +400% (2000) Rocket radius of medium explosion damage: 6m Rocket radius of min explosion damage: 12m Final rocket speed: 350 m/s Initial rocket angular velocity: 300 m/s Final rocket angular velocity: 100 m/s Disadvantages Rockets in salvo: -6 (4 in total) Projectile acceleration time: -50% (0.25 sec) Initial rocket speed: 1 m/s Rocket acceleration time: +30% (3.25 sec) Pause between rockets in salvo: +400% (0.55 sec) Scorpion Missile Launcher "Faust" augment Advantages Aiming time: -75% (0.25 sec) Reload after salvo: -80% (2.8 sec) Rocket damage: +125% (900) Pause between rockets in salvo: -50% (0.055 sec) Final rocket speed: 500 m/s Rocket acceleration time: -80% (0.5 sec) Initial rocket angular velocity: 360 deg/sec Final rocket angular velocity: 360 deg/sec Disadvantages Rocket range = 40m Initial rocket speed: 1 m/s Rockets in salvo: -6 (4 in total) Scorpion "Destroyer" augment Advantages Standard shot damage: +160% (3016) Critical damage: +190% (4060) Projectile force: +30% (9.1 cond. units) Standard shot radius of medium explosion damage: 6m Standard shot radius of min explosion damage: 9m Rocket damage: +1900% (8000) Rocket force: 21. cond units Final rocket speed: 25 m/s Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Disadvantages Reload: +70% (5.1 sec) Turret rotation speed: -50% (45 deg/sec) Turret rotation acceleration: -50% (45 deg/sec) Recoil: +30% (3.9 cond. units) Initial projectile speed: 500 m/s Final projectile speed: 150 m/s Aiming time: +300% (4 sec) Initial rocket speed: 1m/s Rockets in salvo: -9 (1 in total) Scorpion Missile Launcher "Meteor" augment Advantages Standard shot damage: +25% (1450) Projectile force: +50% (10.5 cond. units) Pause between rockets in salvo = 50ms Final rocket speed: 700 m/s Rocket acceleration time: -70% (0.75 sec) Initial angular velocity: +300% (320 deg/sec) Final angular velocity: +2700% (196 deg/sec) Disadvantages Ricochet effect removed Critical hit removed Initial rocket speed: 7 m/s
  3. Scorpion "Lancer" augment Advantages Critical damage: +7.5% (1505) Standard shot reload: -33.33% (2 sec) Projectile force: +30% (9.1 cond. units) Initial projectile speed = 1400 m/s Final projectile speed = 700 m/s Projectile speed after a ricochet = 700 m/s Minimum angle of ricochet = 1° Weak damage = 100% Aiming time: -75% (0.25 sec) Rocket damage: +150% (1000) Reload after salvo: -35% (9.1 sec) Final rocket speed = 350 m/s Initial rocket angular speed = 300 deg/s Final rocket angular speed = 100 deg/s Rocket acceleration time: -60% (1 sec) Disadvantages Damage: -12.5% (1015) Recoil: +50% (4.5 cond. units) Rockets in salvo: -4 (6 in total) Initial rocket speed = 10 m/s Aim recovery time: -75% (0.75 sec) Pause between the rockets in a salvo: +50% (0.165 sec) Scorpion "Taurus" augment Advantages Standard shot damage: +30% (1508) Projectile force: +200% (21. cond units) Aiming time: -90% (0.1 sec) Reload after salvo: -80% (2.8 sec) Rocket damage: +25% (500) Rocket force = 14. cond units Explosion force: 9. cond units Radius of medium explosion damage: 6m Radius of min explosion damage: 12m Final rocket speed: 350 m/s Rocket acceleration time: -80% (0.5 sec) Final rocket angular speed = 360 deg/s Disadvantages Reload: +40% (4.2 sec) Critical damage removed Initial rocket speed = 1 m/s Initial rocket angular speed = 1 deg/s Rockets in salvo: -8 (2 in total)
  4. Scorpion "ICBM" augment (Intercontinental Ballistic Missiles) Advantages Initial speed of the projectile: 2100 m/s Final speed of the projectile: 1050 m/s Range of max damage: +100% (240m) Range of min damage: +100% (360m) Standard shot reload: -20% (2.4 sec) Projectile force: +50% (10.5 cond. units) Radius of max explosion damage: 3m (Standard shot) Radius of medium explosion damage: 6m (Standard shot) Radius of min explosion damage: 12m (Standard shot) Rocket force: +200% (4.5 cond. units / rocket) Damage per rocket: +150% (1000) Final rocket speed: 700 m/s Reload after salvo: -50% (7 sec) Aiming recovery time: +100% (6 sec) Initial rocket angular speed = 1 deg/s Final rocket angular speed = 360 deg/s Rocket acceleration time: -60% (1 sec) Disadvantages Ricochet effect removed Critical damage removed Projectile acceleration time: -50% Rockets in salvo: -4 (6 in total) Initial rocket speed = 10 m/s Aiming time: +200% (3 sec) Pause between rockets in salvo: +50% (0.165 sec)
  5. Tesla "Constellation" augment Advantages Reload = 0.25 sec Critical damage chance = 30% Lightning ball reload: -75% (1.5 sec) Lightning ball speed: +150% (15 m/s) Radius of adding a ball lightning to the circuit: +100% (30m) Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Disadvantages Damage: -65% (315) Lightning ball damage: -75% (290) Ball lightning does not burst until the 11th impact and is less likely to cause splash damage Tesla "Deus Sema" augment Advantages Range: +20% (30m) Lightning ball damage: +250% (4060) Lightning ball speed = 75 m/s Lightning ball warmup time: -100% (0) Radius of min explosion damage = 20m Radius of medium explosion damage = 10m Radius of max explosion damage = 7m Disadvantages Lightning ball reload: +100% (12 sec) Critical damage chance = 1% Tesla "Stargazer" augment Advantages Range: +60% (40m) Damage: +70% (1530) Lightning ball speed: +400% (30m/s) Lightning ball damage: +160% (3016) Lightning balls self damage removed Disadvantages Critical damage removed Lightning ball reload: +50% (9sec) Lightning balls splash damage removed 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
  6. Scorpion "Stabilized Ammunitions" augment Advantages Initial projectile speed: 2400 m/s Final projectile speed: 1200 m/s Projectile speed after ricochet: 1200 m/s Shell minimum ricochet angle: 1° Critical damage: +28.5% (1799) Projectile force: +200% (21 cond. units) Rocket force = 14 cond. units (per rocket) Upward autoaim: 45° (for barrel shot & aiming as well) Turning speed: +100% (180°/sec) Turning acceleration: +100% (180°/sec) Damage is not distance dependent Aiming time: -75% (0.25 sec) Reload after salvo: -75% (3.5 sec) Final rocket speed: 150 m/s Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Rocket acceleration time: -60% (1 sec) Disadvantages Standard shot damage: -22.5% (899) Standard shot reload: +20% (3.6 sec) Initial rocket speed: 15 m/s Rockets in salvo: -8 (2 in total) Aiming recovery time: -70% (0.9 sec) Recoil: +70% (5.1 cond. units) Pause between rockets in salvo: +100% (0.22 sec)
  7. Scorpion "Arachnid" augment Advantages Standard shot reload: -60% (1.2 sec) Critical damage: +120% (3080) Projectile force: +30% (9.1 cond. units) Arcade minimum splash damage radius: 12 m Arcade average splash damage radius: 6 m Radius of critical explosion damage: 12m Aiming time: -50% (0.5 sec) Damage per rocket +300% (1600) Initial rocket speed: 400 m/s Final rocket speed: 200 m/s Initial rocket angular velocity: 300 m/s Final rocket angular velocity: 200 m/s Disadvantages Standard shot damage -22.5% (899) Critical chance: 1% Rockets in salvo: -8 (2 in total) Pause between rockets in salvo: +50% (0.165sec) Projectile acceleration time: -50% Ricochet effect disabled
  8. Scorpion "Scorpion King" augment Advantages Standard shot damage: +25% (1450) Critical damage: +30% (1820) Projectile force: +30% (9.1 cond. units) Shell minimum ricochet angle: 1° Initial speed of projectile = 1000 m/s Final speed of projectile = 500 m/s Projectile speed after a ricochet = 1000 m/s Damage per rocket: +50% (600) Reload after salvo: -30% (9.8 sec) Final speed of rocket = 150 m/s Rocket acceleration time: -60% (1 sec) Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Disadvantages Aiming time: +50% (1.5 sec) Pause between rockets in salvo: +30% (0,143 sec) Initial speed of rocket = 15 m/s Rockets in salvo: -4 (6 in total) Weak damage: 25%
  9. Scorpion Missile Launcher "Legion" augment Advantages Aiming time: -50% Reload after salvo: -25% Damage per rocket: +25% (500) Rocket force = 7 cond. units Pause between rockets in salvo: -75% Final speed of rocket: 500 m/s Rocket acceleration time: -60% (1 sec) Initial rocket angular velocity: 200 m/s Final rocket angular velocity: 100 m/s Disadvantages Initial speed of rocket: 5 m/s Rockets in salvo: -4 (6 in total)
  10. The changes of Turrets is going in a bad direction, because some Turrets are losing their features of what they were created for. Scorpion was created for long reload time, high damage, fast projectile, high impact force. Now hammer took it's place! Smoky has 63% faster reload than Scorpion but it has the same projectile speed as Scorpion. True enough Hammer has much less range than Scorpion but it has 77% faster shot reload than Scorpion but it has 114% more impact force. The rockets of Scorpion is not enough compensation for it, because they are 95% doesn't even hit the enemy (without an augment), and the reload after salvo is just too much. It would make much sense if base Scorpion was similar to Wolfpack augment but even less damage. While using Booster/Crisis drones damage boost most turrets need 1 less shoot to kill a tank, but Scorpion is not one of them because the damage is 1160 (1305 with drone), which is not even enough to 3 shot a heavy hull, or 2 shot a medium hull. The speed of the projectile should be based on reload in my logic... Faster reload means less projectile speed, Slower reload means faster projectile speed. Forget the yapping, these are my suggestions for Balance changes for some turrets (The given amounts are in Mk7 MAX modification) Tesla: Ball Lightning damage: 1400 (It is very slow, barely any chance to hit an enemy, it has a long reload already and after changing the connection range of the ball it is useless) Hammer: Projectile force: 9 cond. units (Urgently needs a nerf, impossible to aim if you are being shot by a Hammer) Smoky: Initial speed of the projectile: 500 m/s, Final speed of the projectile: 300 m/s, Reload: 1.15s/1.2s (After buffing the speed of the projectile it became a meta turret even without augments!) Vulcan: Bullet damage: 80 (It is grinding the HP even without augments... with augments too OP!) Thunder: Initial speed of the projectile: 700 m/s, Final speed of the projectile: 300 m/s (Slower reload than Smoky, logically needs more projectile speed) Scorpion: Damage: 1400, Critical damage: 1750 Initial speed of the projectile: 1000 m/s, Final speed of the projectile: 500 m/s, Projectile force: 9 cond. units, Reload: 3.2s. Rockets: 2 options to go about it. 1: Rocket damage: 460, Min. rocket speed: 10/15/20 m/s, Max. rocket speed: 80/100 m/s, Rockets in salvo: 6, Reload after salvo: 10s. 2: Rocket damage: 460, Rockets in salvo: 8, Reload after salvo: 12s, Splash damage added to rockets (One of the worst turrets after being nerfed many many times now! It needs a complete rework!) Augments should be adjusted accordingly!
  11. Scorpion "Blooming/Florescence" augment Advantages Standard shot damage: +75% (2030) Critical damage: +190% (4060) Standard shot reload: -35% (1.95 sec) Standard shot impact force: +40% (9.8 cond. units) Final rocket speed = 700 m/s Rockets in salvo: +40 (50 in total) Pause between rockets in salvo: -75% Initial rocket angular velocity: 300 m/s Final rocket angular velocity: 200 m/s Disadvantages Range of max. damage: -50% (60m) Range of min. damage: -50% (90m) Critical chance: 1% Aiming time: +200% (3 sec) Initial rocket speed = 1 m/s Reload after salvo: +100% (28 sec) Weak damage = 25%
  12. Scorpion "Sickle" augment Advantages Initial speed of the projectile = 1400 m/s Final speed of the projectile = 700 m/s Standard shot damage: +160% (3016) Aiming time: -75% (0.25 sec) Reload after salvo: -80% (2.8 sec) Damage per rocket: +20% (480) Impact force = 15 cond. units Rocket force = 9 cond. units Initial speed of the rocket: +400% (350 m/s) Final speed of the rocket: +700% (160 m/s) Initial rocket angular velocity = 300 m/s Final rocket angular velocity = 200 m/s Disadvantages Standard shot reload: +120% (6.6 sec) Critical damage disabled Ricochet effect disabled Rockets in salvo: -8 (2 in total) Recoil = 7 cond. units Rocket recoil = 4 cond. units Pause between rockets in salvo: +100% (0.22 sec)
  13. Scorpion "Bulldozer" augment Advantages Standard shot reload: -65% (1.05 sec) Aiming time: -75% Damage per rocket: +300% (1600) Initial rocket speed: 350 m/s Final rocket speed: 150 m/s Initial rocket angular speed: 300 m/s Final rocket angular speed: 200 m/s Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Disadvantages Standard shot damage: -35% (754) Critical damage: -25% (1050) Rocket reload: +50% (21 sec) Pause between rockets in salvo: +100%
  14. Isshiki

    Ideas for Turrets!

    Scorpion Balance Decrease the regular shot reload from 3 to 2.6 s Increase the radius of critical explosion damage from 1 to 2 m Increase the radius of max explosion damage from 1 to 3 m Increase the radius of medium explosion damage from 1 to 6 m Increase the radius of min explosion damage from 1 to 8 m Increase the explosion force from 1 to 9 cond. units (not projectile force!) Increase the rocket damage from 400 to 460 Decrease the amount of rockets in a salvo from 10 to 6 Salvo damage is 2760 if all 6 rockets hit Decrease the reload after salvo from 14 to 10 s Decrease the initial rocket speed from 70 to 25 m/s Increase the final rocket speed from 20 to 50 m/s Decrease the rocket acceleration time from 2.5 to 1.5 s Increase the rocket force & explosion force from 1.5 to 2.5 cond. units Increase the rocket recoil from 0.2 to 0.33 cond. units Rename Explosive shells augment to Stabilized shells. Mechanics: Reload time: -10%, Projectile speed: +100%, Projectile force: +25%, Self damage removed, Splash damage removed Missile Launcher Wolfpack augment: Rockets in salvo: 10, Aiming time: +100%, Reload after salvo: +40% Missile Launcher Tornado: Rockets in salvo: 18, Pause between salvo's rockets: -50%, Aiming recovery time: +30%, Rocket minimum splash damage radius: 10 m, Rocket average splash damage radius: 5 m, Initial rocket speed: 50 m/s, Final rocket speed: 25 m/s, Aiming time: +100% Missile Launcher Swarm: Rockets per salvo: 18, Minimum rocket angular velocity: +100%, Maximum rocket angular velocity: +900%, Aiming time: -50%, Pause between salvo's rockets: -30%, Salvo reload time: +25%, Damage per rocket: -50%, Initial rocket speed: 20 m/s, Final rocket speed: 40 m/s Missile Launcher Spear: Salvo reload time: -25%, Aiming time: -50%, Initial rocket speed: 100 m/s, Final rocket speed: 75 m/s. Initial rocket min. angular velocity: 10 deg/sec, Initial rocket max. angular velocity: 300 deg/sec, Rocket acceleration phase duration: -50%, Rockets in salvo: 4, Pause between salvo's rockets: +30%, Projectile acceleration time: -50% Uranium shells augment: Max ricochet count: 3, Shell minimum ricochet angle: 5°, Maximum Critical Damage Chance = 100%, Initial Critical Damage Chance = 100%, Critical Damage Chance Increase = +100%, Radius of critical explosion damage: 12m Radius of max explosion damage: 7m, Radius of medium explosion damage: 10m, Radius of min explosion damage: 20m Minimum Critical Damage Chance = -100%
  15. Isshiki

    Ideas for Turrets!

    Tesla Balance Increase the Ball Lightning damage from 1160 to 1400 Electroturret augment: If the Ball Lightning damage is 1400, instead of increasing the damage by 25%, decrease the Ball Lightning reload by 25%. Dilatory Protocol: It is ineffective because of the recent change of Ball Lightning connection range is 15m. Increase the radius of adding a ball lightning to the circuit by 100% and decrease the radius of adding an ally tank to the circuit by 50%. Shock Therapy: This augment is killed! Increase the Ball Lightning speed from 6 m/s to between 30 m/s - 50 m/s. Status effect augments for Tesla Option 1: Since the connection range for Ball Lightning is only 15m I think it wouldn't hurt to give back it's chaining ability. Option 2: Make the Ball Lightning speed 75 m/s & reduce the Ball Lightning damage by 50% (except Jamming).
  16. Scorpion "Grippen" augment Advantages Standard shot reload: -40% (1.8 sec) Projectile force: +100% (14 cond. units) Damage per rocket: +275% (1500) Aiming time: -75% (0.25 sec) Max rocket speed: 500 m/s Rocket acceleration time: -60% (1 sec) Initial projectile speed: 1400 m/s Final projectile speed: 700 m/s Disadvantages Standard shot damage: -12,5% (1015) Critical damage removed Rockets in salvo: -8 (2 in total) Min. rocket speed: 5 m/s
  17. Isshiki

    Ideas for Turrets!

    idk if that's a joke or not? ? Hammer's impact force is too much if you ask me. I still think Railgun-Scorpion should be N°1 in impact force. It is sad they decided to decrease Scorpion's impact force ?
  18. Tesla "Tarantula" augment (reworked) Advantages Lightning ball speed: 1 m/s Lightning ball reload: -50% (3 sec) Radius of adding an ally tank to the circuit: +100% (60m) Radius of adding an enemy tank to the circuit: +100% (40m) Radius of adding Ball Lightning to the circuit: +100% (30m) Connecting to a lightnig ball makes the reload 50% faster (0.5 seconds) Disadvantages Range: -20% (20m) Lightning ball range: -40% (60m)
  19. Scorpion "Gemini" augment Advantages Critical damage: +12.5% (1575) Standard shot reload: -30% (2.1 sec) Aiming time: -75% (0.25 sec) Reload after salvo: -85% (2.1 sec) Damage per rocket: +25% (500) Max. rocket speed: 150 m/s Rocket acceleration time: -60% (1 sec) Rocket min angular velocity: 200 m/s Rocket max angular velocity: 100 m/s Disadvantages Rockets in salvo: -8 (2 total) Min. rocket speed: 15 m/s Damage: -12.5% (1015) Impact force: -50% (3.5 cond. units)
  20. Isshiki

    Ideas for Turrets!

    The only combo damage we have is Railgun shoting a grenade dealing 4000 damage. I have Idea for Tesla Combo damage. 1. Your Lightning balls can collide with each other dealing more damage 2. Connecting to an ally can trigger more damage 3. At least 2 ally in the circuit can trigger more damage 4. At least 2 enemy in the circuit can trigger more damage (2. 3. 4. is more like an augment, but 1. is for sure a combo damage ?)
  21. Testing the turret for a few days, I can tell you it is horrible! You should add splash damage to the rockets for stock turret after making them unable to hit targets, without augments. Increase the rockets damage, and standard shot damage as well. Standard shot could bear a splash damage as well... The impact force now is similar to Thunder, while only made the standard shot 0.2 faster? Railgun still has 9 impact force, and has much more damage! Not to mention the projectile speed is way slower now, more chance to miss your shot. Solution 1: Damage: 1400 Critical damage: 1750 Reload: 3.0 Damage per rocket: 450 Damage per salvo: 4500 (10 rockets) Salvo reload: 12 sec Rocket minimum splash damage radius: 10 m Rocket medium splash damage radius: 5 m Rocket max splash damage radius: 3m Solution 2: Damage: 1160 Critical damage: 1400 Reload: 2.6 Damage per rocket: 450 Damage per salvo: 4500 (10 rockets) Salvo reload: 12 sec Arcade minimum splash damage radius: 12 m Arcade medium splash damage radius: 6m Arcade max splash damage radius: 3m (Thunder has 900 damage, 2 second reload. that means it has 450 damage per second. Scorpion has 1160 damage 3 second reload, it has 386 damage per second! They ruined it now by decreasing the speed of the projectile, the speed of rocket and the impact force as well. Basically everything it was worth using this turret. Solution 1 would make the turret have 466 damage per second, Solution 2 would have 446 damage per second.)
  22. Wow. ? Finally some balance changes! I am excited about Tesla. Finally increased critical damage! Good changes over all, well done!!!
  23. Scorpion Missile Launcher "Himars" augment Advantages Rocket damage: +400% (2000) Max rocket speed: 1000 m/s Min. rocket angular velocity: 300 m/s Max. rocket angular velocity: 200 m/s Reload after salvo: -65% (4.9 sec) Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Aiming recovery time: +100% (6 sec) Disadvantages Aiming time: +200% (3 sec) Rockets in salvo: -9 (1 in total) Min. rocket speed: 1 m/s Rocket acceleration time: +50% (3 sec)
  24. Scorpion "Hunter" augment Advantages Standard shot reload: -70% (0.96s) Aiming time: -90% Reload after salvo: -50% (7 sec) Rocket damage: +350% (1800) Max. rocket speed: 100 m/s Rocket acceleration speed: -50% Disadvantages Damage: -60% (464) Critical damage removed Rockets in salvo: -9 (1 in total) Min. rocket speed = 10 m/s It has fast reload to easily finish off enemies with low HP. Scorpion "Thorn" augment Advantages Standard shot reload: -50% (1.6s) Impact force: +100% Shell minimum ricochet angle: 1° Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Maximum rocket speed = 150 m/s Disadvantages Minimum rocket speed = 15 m/s Damage: -40% (696) Critical damage: -35% (910) Recoil: +100% Rockets in salvo: -2 (8 in total) It has incredible Impact Force to throw off enemies aim.
×
×
  • Create New...