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AcnoIogia

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  1. Scorpion Missile Launcher "Harlequin" augment Advantages Aiming time: -75% Max. rocket speed: 1000 m/s Rocket acceleration time: -50% Rocket damage: +150% (1000) Salvo cooldown reduction if the rocket has hit the enemy: -100% Disadvantages Rockets in salvo: 1 Min. rocket speed: 1 m/s Note: If the rocket doesn't hit the enemy your salvo reload is the regular (for Mk7+ modification 14 seconds) Scorpion "Titanic" shells augment Advantages Standard shot cooldown reduction on direct hit: -75% Impact force: +50% Disadvantages Base reload: +75% (5.6 sec) Critical damage removed Recoil: +50% Note: Standard shot = 5.6 sec - 75% (cooldown reduction on direct hit) = 1.4 sec Scorpion "Joker" augment Advantages Damage: +160% (3016) Critical damage: +190% (4060) Aiming time: -50% Reload after salvo: -75% (3.5 sec) Rocket damage: +25% (500) Rocket min. angular velocity: +400% Rocket max. angular velocity: +400% Rocket min. speed: +500% Rocket max. speed: +500% Disadvantages Reload: +150% (8 sec) Rockets in salvo: -7 (3 total) Turning speed: -50% Rotational acceleration: -50%
  2. Scorpion "Splashyard" augment Advantages Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Radius of mean area damage in normal mode = 5 meters Minimum area damage radius in normal mode = 12 meters Shell minimum ricochet angle: 5° Max. rocket speed: 100 m/s Rocket acceleration time: -50% Disadvantages Critical chance: 1% Reload after salvo: +25% (17.5sec) Min. rocket speed: 1 m/s
  3. AcnoIogia

    Ideas for Turrets!

    Acid weapon (Can't think about any good names yet) First firing mode: Unknown I don't want to say anything for first firing mode because this is not the main part of the turret, If Developers decide to make this idea real, I let them pick whatever they want. This is just a concept about Acid. Second firing mode: This mode is only to apply the Acid that is special to this turret. Regular damage and critical damage does not apply acid. This mode by itself doesn't inflict damage, though the last stage of acid can inflict damage overtime! This mode can be very hard to understand but I will try my best to explain. The Acid exists in 3 variatons: Normal acid, Strong acid, Hazardous acid Normal acid: Opponents are unable to use repair kit or be healed by any turret, Duration: 3 seconds Strong acid: Opponents are unable to use repair kit or be healed by any turret, cancels rare & epic hull augments, Duration: 5 seconds Hazardous acid: Damage per tick: 50, Damage per second: 200, opponents are unable to use repair kit or be healed by any turret, cancels rare, epic & legendary hull augments, Duration: 10 seconds Aiming time for normal acid: 1 sec Aiming time for strong acid: 3 sec Aiming time for hazardous acid: 5 sec I wanted to make this post because of the Acid status effect to be honest, It has been on my mind for a very very long time and I had even posted about it but It never gets recognition. I would love to see an Acidic weapon. #Developers
  4. Scorpion "Heavy Barrel" augment Advantages Rocket damage: +150% (1000) Rockets in salvo: +10 (20) Aiming Recovery Time: +100% Intermediate damage radius of missile explosion: 5 m Maximum radius of destruction by missile explosion: 10 m Max rocket speed: 150 m/s Minimum rocket angular velocity: +500% Maximum rocket angular velocity: +1000% Arcade shot damage: +30% (1508) Disadvantages Aiming time: +200% Reload after salvo: +50% (21 sec) Pause between salvo's rockets: +100% Min. rocket speed: 25 m/s You have to be very cautious with this augment, because aiming takes much longer, so you have more time to think about your actions if you really want to shoot them rockets or not, because It will take a while to shoot out all that 20 rockets with increased pause between salvo's rockets. But it is a good way to take out enemies with the sturdiest armors and protections against you.
  5. Scorpion "Vandal" augment Advantages Reload: -25% (2.4 sec) Impact force: +25% Shell minimum ricochet angle: 1° Pause between salvo's rockets: -50% Rocket min. angular velocity: +400% Rocket max. angular velocity: +400% Rocket impact force: +100% Disadvantages Damage: -20% (928) Critical Damage: -25% (1050) Rocket damage: -30% (280) Scorpion "Seizure" augment Advantages Reload: -75% Impact Force: +100% Critical damage: +30% (1820) Disadvantages Damage: -80% (232) Critical chance: 1% Scorpion Missile Launcher "Precise" augment Advantages Aiming time: -90% Reload after salvo: 2 sec Rocket damage: +15% (460) Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Disadvantages Rockets in salvo: -9 (1 total) Scorpion "Demolisher" augment Advantages Damage: +160% (3016) Impact force: +100% Explosion impact force: 9 Radius of total blast damage: 7 Intermediate blast damage radius: 10 Maximum blast damage radius: 20 Disadvantages Reload: +100% (6.4 sec) Recoil: +200% Self damage at close range Critical damage removed Scorpion "Petrify" augment Advantages Damage: +75% (2030) Critical damage: +190% (4060) Impact Force: +50% Rocket damage: +25% (500) Max. rocket speed: 350 m/s Rocket acceleration time: -50% Disadvantages Min. rocket speed: 1 m/s Rockets in salvo: -6 (4 total) Critical chance: 1% Reload: +50% (4.8 sec) Recoil: +50%
  6. Nerfing an augment won't change how the turret (Freeze) itself works. The turret should be nerfed instead, not the augments! Check this out, and lemme know how you like it: Introduce new mechanics to Freezing effect Temperature -1 (Freezing): Slows down enemies Temperature -2 (Frostbite): Slows down enemies and removes damage boosts Temperature limitation: -1 (stock freeze) Shock Freeze and other augments in the future could go down to -2 temperature, but stock Freeze turret can't. Though it is true the Shock freeze -5% damage is not enough disadvantage. Take away the -5% damage decrease and add Energy consumption: +50%, Reload: +100% just like Firebird compact fuel tanks has it.
  7. Scorpion "Falcon Dive" augment Advantages Min. rocket speed: 500 m/s Rocket damage: +25% (500) Aiming time: -50% Rocket acceleration time: +100% (It would be a disadvantage but since the min rocket speed is more than the max it is an advantage) Disadvantages Rockets in salvo: -4 (6 total) Max rocket speed: 10 m/s Scorpion "Critical shell" augment Advantages Every third hit is guaranteed to be a critical The first shot after spawning will be a critical Reload time: -25% (2,4s) Critical damage: +30% (1820) Scorpion "Vulture Strike" augment Advantages Aiming time: -50% Rocket damage: +200% (1200) Max. rocket speed: 200 m/s Rocket acceleration time: -50% Reload: -40% (1.92s) Disadvantages Damage: -20% (928) Critical damage removed Salvo reload: +50% (21s) Min. rocket speed: 10 m/s Pause between salvo rockets: +100% Scorpion "Scorpion King" augment Advantages Damage: +25% (1450) Impact Force: +100% Damage is not distance dependent Rocket damage: +125% (900) Aiming time: -50% Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Disadvantages Critical damage removed Rockets in salvo: -8 (2 total) Reload: +25% (4 sec) (One disadvantage may be invisible, but it is the rockets reload, since it stays the same 14 seconds as with 10 rockets) Scorpion "Cataclysm" augment Advantages Critical damage: +200% (4200) Reload: -50% (1.6 sec) Pause between salvo's rockets: -50% Max. rocket speed: 100 m/s Disadvantages Critical chance: 1% Damage: -50% (580) Min. rocket speed: 50 m/s
  8. AcnoIogia

    Ideas for Turrets!

    Looks like an Archer to me, could be Ballistic Archer? There could be 2 shooting modes similar to Teslas. Long pressing space would should smaller arrows infinitely. Pressing space once shoots a bigger ballistic arrow or magic arrow that has splash, big impact and high damage. Firing mode 1 (Mini arrows) Damage: 225 Critical damage: 900 Chance of critical damage: 3.5% Reload: 0.25 sec Initial velocity of the projectile: 500 m/s Final velocity of the projectile: 300 m/s Projectile acceleration time: 0.5 sec Impact Force: 1 Total kill range: 90m Low impact range: 120m (Could use some negative effect after shooting for a long time like Vulcan has afterburn? Like slower projectile or less damage, maybe double reload?!) Firing mode 2 (Ballistic arrow) Damage: 2700 Reload: 10 sec Initial velocity of the projectile: 1000 m/s Final velocity of the projectile: 500 m/s Projectile acceleration time: 0.5 sec Impact Force: 9 Range: Unlimited Radius of total blast damage: 7m Intermediate blast kill radius: 10m Maximum blast damage radius 20m (To prevent chaos and after shooting a Ballistic arrow there could be a cooldown so you can't instantly use the mini arrows, like 1 or 2 seconds) OR my second thought: Firing mode 1 (Arrows) Damage: 450 Critical damage: 750 Chance of critical damage: 7% Reload: 0.6 sec Initial velocity of the projectile: 500 m/s Final velocity of the projectile: 300 m/s Projectile acceleration time: 0.5 sec Impact Force: 2 Total kill range: 90m Low impact range: 120m Firing mode 2 (Triplet arrows) Arrow damage: 900 Salvo damage: 2700 Arrows in salvo: 3 Reload: 7 sec Aiming time: 1 sec Pause between arrows in a salvo: 0.2 Initial velocity of the projectile: 1000 m/s Final velocity of the projectile: 500 m/s Projectile acceleration time: 0.5 sec Impact Force: 3 x 3 Range: Unlimited
  9. Scorpion "Assault" augment Advantages Reload: -35% (2.08 sec) Impact Force: +25% Aiming time: -75% Salvo reload: -80% (2.8 sec) Rocket damage: +125% (900) Max. rocket speed: 150 m/s Minimum rocket angular velocity: +200% Maximum rocket angular velocity: +1800% Diasdvantages Damage: -20% (928) Rockets in salvo: -9 (1 total) Min. rocket speed: 15 m/s Critical damage removed Scorpion "Assassin" augment Advantages Damage: 1400 (approx. +20.7%) Rocket damage: +75% (700) Aiming time: -50% Reload: -65% (4.9 sec) Impact force: +100% Rocket impact force: +500% Explosion impact force: +500% Min. rocket speed: +300% Max. rocket speed: +100% Rocket min. angular velocity: +400% Rocket max. angullar velocity: +400% Rocket acceleration phase duration: -75% Disadvantages Rockets in salvo: -8 (2 total) Reload: +25% (4 sec) Critical hit removed
  10. Scorpion Missile Launcher "Gemini" augment Advantages Rocket damage: +20% (480) Aiming time: -75% Salvo reload: 5 sec Pause between salvo's rockets: -100% Min. rocket speed: 200 m/s Max. rocket speed: 400 m/s Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Disadvantages Rockets in salvo: -8 (2 total) Gemini: It comes from the Latin geminī, plural of geminus, meaning “twin.” Scorpion "Trinity" augment Advantages Damage: +50% (1740) Critical damage: +50% (2100) Rocket damage: +140% (960) Aiming time: -50% Reload after salvo: -50% (7sec) Max. rocket speed: 500 m/s Minimum rocket angular velocity: +300% Maximum rocket angular velocity: +1500% Disadvantages Reload: +50% (4.8 sec) Rockets in salvo: -8 (2 total) Min. rocket speed: 10 m/s Trinity: 1 shot + 2 rocket = It can kill most tanks and all 3 type of damage boosted Scorpion "Cannon" augment Advantages Damage: +75% (2030) Critical damage: +120% (3080) Rocket damage: +25% (500) Impact Force: +100% Aiming time: -90% Salvo reload: -90% (1.4 sec) Max. rocket speed: 1000 m/s Rocket acceleration time: -50% Disadvantages Reload: +75% (5.6 sec) Min. rocket speed: 1 m/s Rockets in salvo: -9 (1 total) Scorpion "Grinder" augment Advantages Final velocity of the projectile: 1000 m/s Reload: -50% Impact force: +50% Disadvantages Min shell speed: 1 m/s Projectile acceleration time: 2 sec Recoil force: +25%
  11. AcnoIogia

    Ideas for Turrets!

    Recently Tesla got a re-work. I feel like Scorpion's missiles need one as well. Why? It is hard to hit moving tanks with the rockets. Saving it for the heavy hulls only is just a waste of a 2nd shooting mode... but heavy hulls can also escape the rockets because the angular velocity is bad at the max speed of the rocket. The minimum range to hit someone with the rockets is 60m if I am not wrong. The damage is good but at what cost? for not being able to hit the enemy? I would rather have less rockets or a salvo which deals less damage but has higher chance to hit the enemy. Solely relying on augments feels wrong to me. The stock turret should be somewhat good, not just bearable with augments. (Parameters are in Mk7 MAX modification, and I will mention how it is changed from the current turret) Solution: Number of missiles in salvo: 6 (-4) Damage per rocket: 450 (+50) Salvo damage: 2700 (-1300) Salvo reload: 10 sec (-4sec) Max. rocket speed: 150 m/s (+100%) Min. rocket range: 40m (New feature) Max. rocket range: 180m or 250m (New feature) Important! I don't know how angular velocity works, I have not figured it out yet! All I know is that I want my rockets to hit the enemy who are in the Min. and Max. range of the rocket, If the target is further than the max range it doesn't let you aim at them, if they are in the range but later go out of it the rockets explode at the max range. I hope It is a valid suggestion, and reaches the right people!
  12. Scorpion "Massacre" augment Advantages Reload: -50% (1.6s) Aiming time: -50% Salvo reload: -75% (3.5 sec) Damage per rocket: +25% (500) Minimum rocket angular velocity: +200% Maximum rocket angular velocity: +1800% Maximum rocket speed: +1500% Pause between salvo's rockets: -50% Disadvantages Critical damage removed Rockets in salvo: -8 (2 total) Weak damage = 25% Range of minimum damage: -50% (90m) Range of maximum damage: -50% (60m)
  13. I think this augment idea is so good, it must be added to the game! It bring such a uniqueness and twist to the Scorpion turret. The standard shot and the missiles literally switch positions, the missiles become the main damage because of the fast reload, and the standard shot becomes a lethal shot with a huge reload. (The parameters are in Mk7 max upgrades) Scorpion "Mysterious" augment Advantages Standard shot damage: +160% (3016 damage) Critical damage: +190% (4060 damage) Every 2nd hit is guaranteed to be a critical Aiming time: -90% (0.1 sec) Reload after salvo: 1 sec Rocket damage: +25% (500 damage) Maximum rocket speed = 1000 m/s Initial rocket min. angular velocity: 1deg/sec Initial rocket max. angular velocity: 360 deg/sec Rocket acceleration time: -50% Disadvantages Rockets in salvo: 1 Minimum rocket speed = 1 m/s Standard shot reload: +200% (9.6 sec) I am not the best at this rocket angular velocity thing, but It should be made for the rocket to be able to hit the enemy at all times.
  14. Scorpion "Stinger" augment Advantages Damage: +75 (2030) Impact Force: +100% Damage is not distance-dependent Final velocity of the projectile = 1000 m/s Shell minimum ricochet angle: 5° Disadvantages Reload: +75% (5.6s) Critical damage removed Scorpion "Ballistic Missiles" augment Advantages Rocket damage: +350% (1800) Salvo reload: -75% (3.5 sec) Minimum rocket speed: +100% Maximum rocket speed: +500% Minimum rocket angular velocity: +300% Maximum rocket angular velocity: +2700% Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Disadvantages Aiming time: +100% Rockets in salvo: -9 (1 total) Scorpion "Cerberus" augment Advantages Damage: +25% (1450) Critical damage: +30% (1820) Rocket damage: +50% (600) Aiming time: -50% Salvo reload: -50% (7s) Maximum rocket speed = 350 m/s Disadvantage Reload: +30% (4.16s) Rockets in salvo: -7 (3 total) Minimum rocket speed = 25 m/s
  15. Tesla "Vortex Field" augment Advantages Lightning ball reload: 2 sec (approx. -66,67%) Lightning ball speed: 0 m/s Lightning ball damage: +160% (3016) Lightning ball lifetime: 20 sec Damage: +15% (1035) Critical damage: +125% (2025) Disadvantages Chain lightning reload: +50% (1.5 sec) Lightning ball range removed Lightning ball splash damage removed The Lightning ball stays at the same place therefore the range is removed, instead gains a "lifetime" of how long it can stay on the field. With quick lightning ball reload you can easily set up a good defense or counter attack. Tesla "Lethal Discharge" augment Advantages Damage: +15% (1035) Lightning ball damage: +250% (4060 sec) Lightning ball speed: 75 m/s Lightning ball warmup time: -100% (Time interval between pressing the firing button and the shot happening, also known as “charging”) Reload reduction per enemy damaged by lightning ball: 50% Disadvantages Reload: +20% (1.2 sec) Critical damage removed Lightning ball reload: +300% (24 sec) Lightning ball range: -50% (50m) The damage and speed of the lightning ball has been increased in exchange for a longer ball reload. However if you succeed to hit 1 enemy your reload cuts down by 50%, if you hit 2 enemy you instantly reload your lightning ball. Tesla "Sustainable Energy" augment Advantages Damage: +15% (1035) Critical damage: +15% (1035) Lightning ball reload: -60% (2.4 sec) Lightning ball speed: 75m/s Disadvantages Reload: +15% (1.15 sec) Lightning ball range: -75% (25m) This augment change many interactions on the battlefield of how many hits it takes to kill an enemy tank.
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