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AcnoIogia

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Everything posted by AcnoIogia

  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.
  16. Scorpion Missile Launcher "Tandem" augment Advantages Aiming time: -75% Rocket damage: +25% Reload after salvo: -75% Rocket minimum, initial and maximum speed: 350m/s Pause between salvo's rockets: -100% Initial rocket min. angular velocity: 10 deg/sec Initial rocket max. angular velocity: 300 deg/sec Disadvantages Rockets per salvo: 2 Scorpion "Mysterious" augment Advantages Aiming time: -90% Reload after salvo: 1 sec Rocket damage: +25% (500 damage) Standard shot damage: +160% (3016 damage) Maximum rocket speed: +3900% Critical damage: +190% (4060 damage) Every third hit is guaranteed to be a critical Minimum rocket angular velocity: +300% Maximum rocket angular velocity: +1500% Rocket acceleration phase duration: -50% Disadvantages Rockets in salvo: 1 Minimum rocket speed: -50% Standard shot reload: +200% (9.6 sec) This is an interesting and fun augment because your rockets become the main source of damage thanks to the quick reload. The standard shot is way more powerful but takes much longer to reload. Scorpion "Anubis" augment Advantages Standard shot damage: +75% (2030 damage) Critical damage: +120% (3080 damage) Reload after salvo: 5 sec Rocket damage: +25% (500) Minimum rocket angular velocity: +200% Maximum rocket angular velocity: +1800% Disadvantages Rockets in salvo: -4 (6 total) Standard shot reload: +100% (6.4 sec) Aiming time: +200% (3 sec) Scorpion "Lillies of the Valley" augment Advantages Rockets in salvo: +40 (50 total) Rocket minimum splash damage radius: 20m Rocket average splash damage radius: 10 m Pause between salvo's rockets: -50% Max. rocket speed: 1000 m/s Rocket impact force: +200% Splash damage impact force: +200% Standard shot reload: -75% (0.8 sec) Disadvantages Aiming time: +200% (3 sec) Reload after salvo: +50% (21 sec) Min. rocket speed: 1 m/s Standard shot damage: -40% (696 damage) Critical damage: -35% (910 damage) Impact force: -50% Scorpion "Adaptive Reload" augment Advantages Destroying an enemy with standard shot cuts off the cooldown and instantly reloads it Destroying an enemy with rockets fully reloads the salvo Disadvantages Reload: +15% Salvo reload: +15%
  17. AcnoIogia

    Ideas for Turrets!

    Thank you for reducing the cooldown of Tesla from 1.2 sec to 1.0 sec... But there is still way too much work to do with Tesla. Updates for Stock Tesla Critical Damage: 1160 Lightning ball damage: 1400 Lightning ball range: 50m Updates for Status effect augments for Tesla (Option 1) Remove the feature: Range from one chain lightning to the next ball lightning: 1 m Remove the feature: Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Add feature: Lightning ball range: -50% (25m total) Exception: Jamming Discharge (stays as it is) Updates for Status effect augments for Tesla [Rework (Option 2)] Lightning ball speed: 75 m/s Lightning ball range: 1000 m Lightning ball warmup time: +200% Lightning ball damage: -75% The ball lightning as well as critical damage will apply the status effect as before, but the difference is that the ball is much faster and can hit targets easier, granting status effect on contact with the ball, however the lightning ball damage becomes insignificant. Exception: Jamming Discharge (stays as it is) Update for Electroturret augment for Tesla Lightning ball speed: 75 m/s Lightning ball range: 1000 m Lightning ball reload: -25% Lightning ball warmup time: +200% After the stock tesla update is implemented, increasing the damage is not necessary, instead i advise decreasing the reload for the lightning ball. Phoenix augments were first designed to solve the cons of turrets, and enhance the pros with some augments. However Tesla's Phoenix reduces the chain reload but not the lightning ball reload... which is way more. The range of the chain is barely increased, which is a great con. So let me design the Phoenix augment, and I suggest the Developers to try and see how it is, and everything mentioned above. Update for Tesla Phoenix augment Damage: +12% (1008 damage) (OR set to 1000 fix damage) Range: +40% (35m) Lightning ball damage: +8% (1512 damage) (OR set to 1500 fix damage) Lightning ball speed: 75m/s Lightning ball range: 1000m Lightning ball reload: -25% (4.5 sec) Lightning ball warmup time: -100% (completely removed)
  18. Tesla "Flash" augment Advantages Reload: -90% (0.1 sec) Disadvantages Damage: -90% (90 damage) Critical damage: -50% (450 damage) Allows for faster reload, thus regarding in dealing critical damage more often, but regular damage and critical damage is reduced. Tesla "Spider Lightning" augment Advantages Range: +60% (40m) Radius of adding an ally to the circuit: +40% (21m) Radius of adding an enemy to the circuit: +40% (21m) Radius of adding a ball lightning to the circuit: +50% (45m) Disadvantages Cone angle: -60% Lightning ball reload: +25% (7.5 sec) Range is increased in exchange for less cone angle. You have to be very precise to hit someone. Adding an ally/enemy/ball lightning to the circuit is also increased, so you can hit enemies easier, but be careful because your damage reduces with more enemies in the circuit. Tesla "Anvil Lightning" augment Advantages Damage: +25% (1125 damage) Range: +25% (30m) Lightning ball damage: +75% (2030 damage) Lightning ball speed: 50 m/s Disadvantages Radius of adding an ally to the circuit: 1m Radius of adding an enemy to the circuit: 1m Radius of adding a ball lightning to the circuit: 1m Lightning ball reload: +75% (10.5 sec) Critical damage removed Adding an ally, enemy, ball lightning to the circuit becomes impossible (you can damage 1 target at a time), but damage, range, lightning ball damage & speed is increased. Tesla "Tempest" augment Advantages Damage: +50% (1350 damage) Critical damage: +100% (1800 damage) Lightning ball damage: +150% (2900 damage) Lightning ball speed: 25 m/s Disadvantages Reload: +50% (1.5 sec) Lightning ball range: -75% (25m) Lightning ball reload: +50% (9 sec) All types of damage is increased in exchange for a longer reload, and much less ball lightning range. Tesla "Critical Discharge" augment Advantages Every third hit is guaranteed to be a critical The first shot after spawning will be a critical Reload time: -20% (0.8 sec) Critical damage: +25% (1125 damage) It is in fact the same as Thunder's Strict Ammunition Load augment ? Tesla "Adaptive Discharge" augment Advantages Reload reduction per enemy damaged: 25% Disadvantages Base reload time: +20% (1.2 sec) Critical damage chance: -33% (10%) Attacking 1 enemy: 0.9 sec reload, 2 enemy: 0.67 sec reload, 3 enemy: 0.5 sec reload, 4 enemy: 0.37 sec reload, 5 enemy: 0.27 sec reload 6 enemy: 0.2 sec reload . . .
  19. Tesla "Einstein's Lightning" augment Advantages Reload: -25% (0.75 sec) Connecting to an ally or an ally being in the chain lightning circuit will increase the damage by 100% with each teammate. Disadvantages Damage: -25% (675) Critical damage removed
  20. AcnoIogia

    Ideas for Hulls and Overdrives!

    That is actually good idea ? I have thought about a light and a heavy hull as well, because there is 5 medium and 3-3 light-heavy hull. My Light hull idea was kinda similar to yours. Since tanki makes their Hull names based on animals mostly I thought about the name "Chameleon" for the light hull. Mixing my idea with your idea can be a very good outcome... here is what I thought about: Chameleon: Light hull (same hp and speed as wasp/hornet) Overdrive Mechanic: You become invisible for a few seconds. Enemies can't see you, and can't damage you (only with some overdrives). Jamming Immunity granted. You receive an extra speed boost for the duration of the Overdrive as well as Impact Force immunity. After the overdrive is over and you haven't made a shot you receive extra boosted armor. If you have made a shot the invisibility immediately wears off, but you receive extra damage boost. Overdrive Stats Invisibility active time: 10 seconds Jamming Immunity (60 seconds) Impact Force immunity (for the duration of invisibility) 100% Damage Immunity (except Chaos damage, for the duration of invisibility) Extra Speed boost: +60% (for the duration of invisibility) Extra Armor boost: +200% (after invisibility wears off, if you haven't made a shot, lasts 45 seconds) Extra Damage boost: +150% (if you have made a shot during invisibility, lasts 20 seconds) This Overdrive can be used strategically (stealing flags, balls..) during invisibility time with extra speed boost, or shooting on purpose to get a damage boost, for killing a Juggernaut, or just waiting for the effect to wear off and get a good armor boost.
  21. @TheCongoSpider 70% is not 100% ? I could work with Tesla status effect if the lightning ball is -70% range (only 30m) and the bouncing effect is removed. Freezing status effect is strong because of the damage boost nullifying so it doesn't really matter how "frozen" the target is, just hit him constantly. The Pulsar augments are not even touched for Firebird and Freeze as well in Heating/Freezing rate wise. In terms of Tesla augments, I don't think it would be that hard to implement them into the game, because they are doing it every 2nd 3rd weekend, making a new augment... It wouldn't take much longer to do it with a Tesla augment. But the BASE turret it self is weak. Tesla is the only turret with the same Critical damage as the Regular damage. I have said it many times but I will write again, that this is how Tesla should be: Damage: 900 Critical damage: 1160 Critical chance: 18% Reload: 1.0sec Lightning ball damage: 1400 Lightning ball reload: 5 sec Lightning ball range: 50m (According to this mechanic, Electroturret augment should decrease the reload instead of increasing the damage, Status effect augments -50% range (25m range) so you can only have 1 ball in the battle field no matter what, but you can connect to it)
  22. Dear Developers! In a previous balance changes you decided to nerf Tesla's status effect & pulsar augments by taking away it's special ability (chaining). Wouldn't it be fair to do the same with Firebird Freeze and Isida? Take away Firebird's burning, Freeze's freezing, Isida's healing when using status effect augments! It is only fair this way, or find another solution to make Tesla's status effect augments playable. Solution 1.: Take away the special ability of Firebird Freeze & Isida Solution 2.: Give back Tesla's chaining ability when using status effect augment. To do so there are 2 options, I can think of. Option A: Make it able for Tesla to chain when connecting to a ball lightning, but reduce the lightning ball range by 50% Option B: Make the ball lightning fast (75m/s) that applies the status effect, but reduce it's damage by 75%. Tesla already got a huge nerf in Patch Update #783, this would not break the game.
  23. Scorpion "Skully" augment Advantages Salvo damage: +150% (1000/rocket) Maximum rocket speed: +500% Minimum rocket speed: +700% Initial rocket min. angular velocity: 10 deg/sec Initial rocket max. angular velocity: 300 deg/sec Disadvantages Pause between salvo's rockets: +200% Rockets in salvo: -4 (6 total) Scorpion "Ragnarok" augment Advantages Reload: -75% (0.8 sec) Critical damage: 100% (2800) Disadvantages Standard shot damage: -75% (290 damage) Impact Force: -50% Scorpion "Mantis" augment Advantages Damage: +25% (1450) Critical damage: +30% (1820) Impact Force: +50% Disadvantages Reload: +25% (4 sec) Recoil: +100% Scorpion "Grudge" augment Advantages Salvo damage: +25% (500/rocket) Salvo reload: -50% (7 sec) Maximum rocket speed: +5900% Minimum rocket angular velocity: +500% Maximum rocket angular velocity: +2000% Pause between salvo's rockets: -50% Rocket acceleration time: -50% Disadvantages Rockets in salvo: -6 (4 total) Aiming time: +100% Minimum rocket speed: -100% Scorpion "Assassin" augment Advantages Reload: -40% (1.92 sec) Rocket damage: +200% (1200/rocket) Aiming time: -90% Salvo reload: -75% (3.5 sec) Minimum rocket angular velocity: +100% Maximum rocket angular velocity: +900% Maximum rocket speed: +300% Minimum rocket speed: +500% Disadvantages Damage: -20% (928) Critical damage removed Rockets in salvo: -9 (1 total)
  24. AcnoIogia

    Let's Discuss Matchmaking

    New Status effect: Acid Mechanics: Acid is a status effect that disables repair kit supply, also cannot be healed by any healing turrets or overdrives, and deactivates all hull augments for the entire duration of the status effect. Protection: Juggernaut, Mammoth's Overdrive, Paladin's Overdrive (Polarizer), Dictator's Overdrive (Negative status effect cleanse), Spawn Immunity. Additional Information: Picking up a repair kit box removes the Acid effect and heals the tank. How to Introduce Acid: 1. New Turret OR New Hull with the Overdrive to apply Acid 2. Slowly add them to all turrets as augments Status effect active time: If it was applied by the New Hull OD: 10s, the New Turret: depends on the reload but stackable up to 10s, Turret augments: depends on the reload of the turret, but critical hits/salvo/sniping/lightning ball... apply them.
  25. Valentine day skins could be called Apollo skins (Apollo is the God of Healing and Protection), and they are special to the turrets which has the ability to heal (base or augment) in case of hulls, the overdrive that can heal or give protection. It would be available in mini-game. Make Tesla healing in one of these events. (Positive Charging) The shot effects: Red; Roses and Pink; Pink Clouds It means these skins would be special to Isida, Tesla, Thunder, Shaft & Paladin, Dictator, Titan, Ares (I would pair them: Dictator-Isida, Paladin-Tesla, Titan-Thunder, Ares-Shaft) I imagine Apollo skins as similar to HD XT, Gold and White parts, gems/rubies embedded in the skin. The hull has a wing on the side like Hornet HD XT but it is white (obiously can't make it with flying hulls) Plus a special effect, when wearing the Healing augment or in Isidas case all the time (except Vampire nanobots) a Halo will appear above the tank which is light blue colored (It states that the tank is able to heal, and you can see it from afar). Tanki wanted to make an animated skin, this could be one like the halo is rotating slowly and slighly moving up and down. The hull could also have a light blue colored effect while moving similar to Crisis drones.
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