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AcnoIogia

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Everything posted by AcnoIogia

  1. What a shame... Every turret other than melee range is a good weapon, because most of them has a 1000m range even tho their range of maximum damage may be lower, but you can still deal damage over distance, while melee range turrets has 25m range only... now this will make them 30m? Sure! But give compensations! Not like everyone is running around with Phoenix augments! Tesla phoenix must get the ability to not have split damage or at least up to 4 people the damage is not split, at 5 and above it is halved. For Tesla Phoenix also, decrease the reload of the Lightning ball because it is more of a con than the lightning ball damage which yall increased... If I were to design Tesla Phoenix: Range +40%, Lightning ball warmup time completely removed, Lightning ball speed 75m/s, Lightning ball range 1000m, Lightning ball reload -50% (or ball reload -25%, ball damage +25%), No split damage up to 4 enemy. Another Option: Damage changed from 900 to 1000 (+11,12%), Range +20%, Lightning ball warmup time completely removed, Lightning ball speed 75m/s, Lightning ball range 1000m, Lightning ball reload -50% (or ball reload -25%, ball damage +25%), No split damage up to 3 enemy. Isida phoenix has A LOT! Energy recovery, Vampirism, range increase, healing allies... etc and Tesla has barely anything...
  2. For many years I have thought about it and they still haven't made it, so it's maybe not as obvious as it is to me, so I will suggest Holiday themed items. So far we have DC skins as a skin for halloween and ICE skins for Winter, but I think things can go beyond this. Valentine day Valentine themed skins which are similar to HD XT skins, but could decorate with red/pink rubies. Augments: Introduce healing Tesla! Plus as simple as adding new augments for turrets a Valentine/Love themed augment name. Shot effects: Obviously Red or Pink animated shot effect (or like monochrome paint, but red and pink that fades into the other color) First Valentine skin should definitely be Isida, and pair it with Hornet. The second could be Tesla because It "connects" people, and the hull is Paladin. Black Friday The new Black HD XT skins could be introduced then, and the new ones (if they plan to make more) Shot effects: Black shot effects for turrets that don't have any shot effects Halloween: Skins are given (DC) Augments: Halloween themed names for new augments (Tarantula, Black Widow, Trick or Treat?, Jack-o-Lantern... etc) Shot effects: Orange shot effects for turrets that don't have any shot effects Winter Skins are given (ICE) Augments: Winter themed names for new augments (Blizzard, Frostbite, North Pole, Absolute Zero...etc) Shot effects: Blue/White shot effects for turrets that don't have any shot effects (Could be similar to the Valentines day one) That's all that I can think of now. ?
  3. I will suggest this balance idea again with more variety on how to fix the problem. Tesla (after the update) Damage: 900 Reload: 1.0s Damage per second: 900 (later referred as DPS) Crit. damage: 900 Range: 25m Hammer (after the update) Damage: 900 Shot reload: 0.7s Clip reload: 2.5s DPS: 1285 (without clip reload) Crit. damage: 1160 Range: 25m (Damage per magazine: 2700) Firebird DPS: 1200 Crit. damage: 375 Reload: 1.5s Range: 25m (Damage per cylinder: 4800 with burning) Freeze DPS: 1200 Crit. damage: 750 Reload: 2s Range: 25m (Damage per cylinder: 4800) Isida DPS: 1160 Crit. damage: 300 Reload: 10s Range: 25m (Damage per cylinder: 6988) These turrets have good augments to begin with and the stock turret is very strong as well except Tesla. In my opinion Tesla still stand out with a low DPS, low critical damage, a weak "special ability" (BL) and lack of augments compared to other turrets with similar traits. I will tell quite a bit of possible solutions on how to fix Tesla, so I would be happy if this was forwarded towards the developers so they can test if they are any good. (BL = Ball Lightning) 1. Damage: 900 Reload: 1.0s DPS: 900 Crit. damage: 1160 Range: 25m BL damage: 1400 BL reload: 5s BL range: 50m 2. Damage 900 Reload: 0.9s DPS: 1000 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m 3. Damage: 900 Reload: 1.0s DPS: 900 Crit damage: 1160 Range: 40m BL damage: 1160 BL reload: 5s BL range: 50m 4. Damage: 900 Reload: 1.0s DPS: 900 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m Applies jamming for 1s or 1.5s with every hit (and remove jamming augment from the turret) 5. Damage: 900 Reload: 1.0s DPS: 900 Crit. damage: 1160 Range: 25m BL damage: 1160 BL reload: 5s BL range: 50m BL speed: 75m/s EXTRA: Electroturret augment: Don't increase the damage, instead decrease the reload by 25-30% and remove lightning ball warmup time increase with ball range maximum of 100m. For Status effect augments, remove the bouncing effect, decrease the ball lightning range to 30-40m and give it back the ability to connect to a ball OR make the ball as fast as electroturret that apply the status effect with -75% ball lightning damage! In my opinion N°1 and N°3 would suit Tesla the best.
  4. Scorpion "Chlorotoxin" augment (Chlorotoxin = The venom of Scorpions) Advantages Damage per rocket: +15% (460 damage) Aiming time: -75% (0.25 sec) Reload after salvo: -35% (9.1 sec) Min. rocket speed: +300% (300 m/s) Max rocket speed +2500% (650 m/s) Rocket acceleration time: -50% (1 sec) Initial rocket angular velocity: 20 deg/sec Final angular rocket velocity: 200 deg/sec Disadvantages Rockets in salvo: -4 (6 total) Pause between salvo's rockets: -50% Scorpion "Mathayus" augment (Mathayus = Scorpion King) Advantages Critical damage chance: +50% (34.5%) Standard shot impact foce: +50% (1350 cond. units) Impact force per rocket: +100% (300 cond. units) Aiming time: -50% (0.5 sec) Rocket acceleration time: -50% (1 sec) Max rocket speed: +1500% (400 m/s) Pause between rockets in salvo = 50 ms Minimum rocket angular velocity: +100% Maximum rocket angular velocity: +500% Disadvantages Min. rocket speed: -60% (30 m/s) Rockets in salvo: -2 (8 total) Standard shot damage: -20% (928 damage) Standard shot recoil: +50% (450 cond. units) Rockets recoil: +100% (40 cond. units /rocket)
  5. Tesla "Supersonic Lightning" augment Advantages Damage percentage at the range of min. damage: 300% (affects Lightning ball only) Range of max. damage: 10 meters Range of min. damage: 50 meters Lightning ball speed = 75 m/s Disadvantages Critical hits removed Tesla "Blood Bath" augment Advantages Lightning ball damage: +160% (3016 damage) Lightning ball warm up time: -100% Lightning ball speed = 75 m/s Critical damage: +350% (4050 damage) Disadvantages Lightning ball reload: +100% (12 sec) Lightning ball range: -40% (60m) Critical damage chance = 1% (approx. -93,34%) Tesla "Massacre" augment Advantages Max shell speed: 75 m/s Shell acceleration phase duration: 2,5s Lightning ball reload = 1 sec (approx. -83,35%) Lightning ball range = 1000 m Disadvantages Min Lightning ball speed = 1 m/s Lightning ball warm up time: +100% (This might be confusing and I don't know either how to make the augment to be how I want it to be, so It might be easier if I describe it! It would be similar to Thunder "Bolter" augment, but this one is a little different. I want the lightning ball speed to be 1m/s for 2,5 seconds and after it launches out with 75m/s speed instantly after the 2.5s is over)
  6. Tesla "Zeus" augment Advantages Damage: +50% (1350 damage) Critical damage: +100% (1800 damage) Critical chance: +80% (27%) Lightning ball reload: -25% (4.5 sec) Disadvantages Reload: +50% (1.5 sec) Lightning ball damage: -75% (290 damage) Lightning ball range: -50% (50m) Tesla "Ancient Lightning/Prehistoric Lightning" augment Advantages Critical damage: +50% (1350) Reload: -50% (0.5 sec) Lightning ball damage: +210% (3596 damage) Disadvantages Damage: -50% (450) Lightning ball reload: +150% (15 sec) Lightning ball speed: -80% (1 m/s)
  7. Hungarian currency in the shop!!! gross monthy earning in Hungary: 290.800 HUF (747 USD) minus the taxes that is 33.5% which comes out to a 193.382 HUF (497 USD) the average net salary is between 230.000-290.000HUF (600-750 USD) Right now a 20.000 Tankoin packs in the shop is half of our salary!
  8. With these stats mentioned above Electroturret augment could be changed like this: Advantages Lightning ball speed: 75 m/s Lightning ball range: 1000 m Lightning ball reload: -16,5% Disadvantages Lightning ball warmup time: +200% Phoenix augments are not going how they supposed to go / started to go (Fix the cons of the turret, and add 1 or 2 popular augments in a weakend form as a supplement. I don't know what Tesla Phoenix does, but there is a video on Youtube about it. If that is true Tesla Phoenix augment should be changed like this: Advantages Chain Lightning range: +40% (35m) Lightning ball speed: 75 m/s Lightning ball range: 1000 m Lightning ball warmup time: -100% Lightning ball reload: -25% (4.5 sec) Damage DOES NOT decreases with the increase of targets being hit Disadvantages The ball flies so fast that it's almost impossible to use it for chain lightning Reason is simple: The chain lightning has quick reload enough, so it doesn't need to be even quicker, however the ball lightning is a big con, because it has a huge reload! Lightning ball warmup time is another con! The range is fixed so its good, the ball lightning speed and its range is fixed as well. One more con of the Tesla is split damage. Tesla Phoenix should not have split damage! Another way of Tesla Phoenix: Advantages Chain Lightning range: +40% (35m) Lightning ball speed: +200% Lightning ball range: 250 m Lightning ball warmup time: -100% Lightning ball reload: -50% (3 sec) Damage DOES NOT decreases with the increase of targets being hit Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Disadvantages Removed splash damage for Lightning ball Remember: Phoenix augment is not yet an augment everyone using and cruising around with! Everything can be changed later!
  9. Finally Tesla buff ? 1.0s reload ? but sad for the electroturret nerf ? (Next time test/consider Tesla with 1160 critical damage & 1400 ball lightning damage, with a shorter range of lightning ball e.g. 50m range) Hammer will be interesting as a melee range turret, but i'm worried about the 900 damage 0.7s shot reload. Should have stayed 0.8s reload. Also good nerfing for the OP augments such as Plasma resonator and Blaster augments. Nerfing phoenix augments so early when only 1 person or max 2 have them is not so nice... Overall good changes, and finally they listened to us this time, good job Developers ??
  10. Tesla "Gamma Ray Burst" augment Advantages Damage: +125% (2025 damage) Critical damage: +125% (2025 damage) Lightning ball damage: +250% (4060 damage) Lightning ball speed: +200% (15 m/s) Lightning ball warm-up time: -100% (Time interval between pressing the firing button and the shot happening, also known as “charging”) Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Disadvantages Reload: +100% (2.4 sec) Lightning ball reload: +150% (15 sec) Turret Rotation Speed: -50% Turret Rotation Acceleration: -50% Lightning ball splash damage removed
  11. AcnoIogia

    Ideas for Turrets!

    Tesla needs a huge rework after the nerf implements. It has been 2 months that we got the last major patch notes. Whenever I ask people about Tesla they say It has been over nerfed! Even people who doesn't like Tesla say that this was way too much of a nerf! History of Tesla, and the main problems: Just a few stats about Tesla from last year. It had 630 damage, 0.66s reload which comes out to a 954 Damage per second, and a 810 critical damage, 15% critical chance Later the reload was nerfed to 0.75s which left the Damage per second of 840. At the end of the year Tesla got a major rework. The damage is 900, reload was 1.1s of a 818 Damage per second, and 900 critical damage, 15% critical chance. A week later the Reload was nerfed again to 1.2s leaving the Damage per second of 750 !!! In my opinion these changes should be implemented for Tesla (only mentioning the things i would change) Reload: from 1.2s to 1.0s Critical damage: from 900 to 1160 Critical damage chance: from 15% to 12% Lightning ball damage: from 1160 to 1400 Lightning ball range: from 100m to 60m (The thing is that this wouldn't make Tesla OP, because connecting to a lightning ball acts like an enemy, splitting the damage) The problems in details: 1. The damage per second is horrible. Compared to other melee range turrets Firebird: 1200 Freeze: 1200 Isida: 1160 (I know these 3 turrets needs to reload, but the amount of damage they can do in a short amount of time makes the reload not significant) 2. The critical chance was never adjusted. When It was 0.66s reload it was 15% and now the reload is almost doubled and the critical chance is still 15%??? It should be around 25% to be similar when it had faster reload. (or offer a higher critical damage) 3. Critical damage is the exact same as the regular damage, which has never occurred in any existing turret other than Tesla! I understand it can damage multiple enemies, but other turrets can damage multiple enemies too and has a much higher critical damage. 4. Connecting to a ball lightning acts like connecting to an enemy, which means if you connect to a ball lightning and an enemy is in the circuit you will only damage him 450 instead of 900. If there is 2 you will damage them 300 each. (The biggest nerf of Tesla in history) 5. Melee range turret special abilities: Firebird: burning (400 dps-thus elevating the dps from 1200 to 1600), Freeze: freezing (nullifying damage boost, slowing down enemies) Isida: healing (receiving points after healing) Tesla: ball lightning (It is supposed to increase the range but it fails doing that because the speed of the ball is so slow enemies can easily back up and not receiving any damage, and the ball lightning also has a damage which again fails to do anything significant because of the speed. If you succeed connecting to a ball lightning and get some enemy in the circuit the damage is split when connecting to a lightning ball, and further splitting if more enemies are in the circuit.)
  12. Tesla "Multiplier" augment Advantages Connecting to a lightning ball increases the damage by +630, further increasing the damage if there is more lightning ball in the circuit. (Adding +630 damage with every lightning ball in the circuit) Lightning ball reload = 2 sec Disadvantages Damage: -30% (630 damage) Lightning ball damage: -90% (116 damage) Lightning ball range: -60% (40m) Critical damage removed (No lightning ball in the circuit: 630 damage, 1 Lightning ball: 315+630=945 damage, 2 Lightning ball: 315+630+630=1575 damage 3 Lightning ball: 2205 damage) Tesla "Shooting star" augment Advantages Lightning ball reload: -50% (3 sec) Lightning ball warm-up time: -100% (0 ms) (Time interval between pressing the firing button and the shot happening, also known as “charging”) Lightning ball speed = 75m/s Disadvantages Lightning ball range: -60% (40m) The ball flies so fast that it's almost impossible to use it for chain lightning Tesla "Terminator" augment Advantages Reload: -50% (0.6 sec) Critical damage: +50% (1350 damage) Range: +60% (40m) Disadvantages Damage: -50% (450 damage) Lightning ball reload: +50% (9 sec) Cone angle: -60% Tesla "Super-smart Adaptive reload" augment Advantages Reload reduction per enemy damaged: 33% Destroying an enemy reloads the Lightning ball Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Disadvantages Base reload: +25% Lightning ball base reload: +50% (9 sec) Ball lightning does not burst until the 11th impact and so is less likely to cause splash damage Note: I will not stop making Tesla augment ideas until they add at least one decent augment for Tesla, but the more is the better. They overnerfed Tesla, thinking they can get away with it. The only augment that makes tesla usable is Electroturret (still not OP, just usable)
  13. Tesla "Neutron Star" augment Advantages Reload: 0.25 sec (approx. -79%) Lightning ball damage: +175% (3190 damage) Lightning ball reload: 5 sec Radius of adding an enemy to the circuit: +100% (30m) Disadvantages Damage: -80% (180 damage) Lightning ball speed: 1 m/s Lightning ball range: -50% (50m) Radius of adding an ally to the circuit: -100% (0m) And a petition to change the status effect augments for Tesla's Lightning ball to be 75 m/s speed (like Electroturret) with -75% Lightning ball damage
  14. Few status effects are too powerful, and some are nearly not as good. Right now I want to discuss 3 problematic status effects, and how I think they should be fixed. Burning: When they apply 10 seconds of burning and your repair kit is in cooldown most of the times you will die Freezing: Most ridiculous status effect ever, way too over powered! You can barely move, and your damage boosts are taken away. Jamming: In my opinion it is weak, every other status effect is better. Here is what I would do to make them balanced: Burning: Temperature between +0.1 and +0.5 the tick is 75 (300 dps) Scorching: Temperature between +0.6 and +1.0 the tick is 125 (500 dps) Freezing: Temperature between -0.1 and -0.5 you will slow down enemies. Frostbite: Temperature between -0.6 and -1.0 you will slow down enemies and reduce their damage by 50% Jamming: Turrets that apply jamming with every hit would stay the same. Reboot: Critical hits and damage by turrets that has longer reload (tesla lightning ball, gauss salvo, shaft aiming...etc) and overdrives would also disable the hull augment. (At least Lifeguard, Blaster, Miner) Base Firebird should raise the temperature by +0.5 (Augments should be adjusted accordingly) Base Freeze should reduce the temperature by -0.5 (Augments should be adjusted accordingly)
  15. AcnoIogia

    Ideas for Supplies and Drones!

    Hazard Drone This drone should be very hard to earn e.g. a limited amount of times of a year could make a mini-game just to earn this drone, and this will be the last tier, or put this in Trophy missions, and this will be the first "Trophy" drone (Surely I would not put this drone in Epic Containers) Significantly boosts the effects of all types of supplies. This drone consumes additional units of supplies on activation. After and only if you manually activated a supply and pick up a supply box of the same type you will receieve additional supply bonus. The effect can be stacked up maximum of 3 times if you pick up more supply boxes while the supply is active. Picking up a supply box reduces the cooldown on repair kit. It also lets you share the basic effects of armor boost, damage boost and speed boost supplies with teammates nearby and gives you extra points for that. Basic Effects «Boosted Armor» supply's effect strength: (50 → 100), % «Boosted Damage» supply's effect increase: (50 → 100), % Effects Bonus Protection (15→ 40), % Bonus Damage (5→ 20), % Bonus Acceleration (10→ 30), % Maximum Bonus Protection (120), % (After picking up the supply box 3 times of the same type) Maximum Bonus Damage (60), % (After picking up the supply box 3 times of the same type) Maximum Bonus Acceleration (90), % (After picking up the supply box 3 times of the same type) Reduction of Repair Kit cooldown: (0 → 5), sec (After picking up a supply box) Consumption when activating Boosted Armor , Boosted Damage , Speed Boost: +3 (in total 4 pieces of a supply per activation) Reload: 1 sec Supply sharing radius: (20 → 30), m (Picking up a supply box doesn't share the effect, only manual use of the supply) Reputation points gained if you share supplies: 4 Pros and Cons Lets you have bonus effects of the 3 supplies at the same time You can receive bonus points after sharing a supply with at least one teammate Cuts down on cooldown of repair kit after picking up a supply box Consumes supplies very fast Possibility of wasting time by searching after supply boxes or teammates to share the effect You only receive bonus supply effect if you manually activated them prior to picking up a supply box To avoid misunderstanding: If you pick up a supply before activating your supply manually, It won't give you bonus effect just the basic effects, no matter how many supply boxes you pick up! The bonus effect depends on how many supplies you picked up; Armor: 40-80-120 Damage: 20-40-60 Speed: 30-60-90. After reaching maximum stackablity of 3 the bonus effect won't increase only prolonging the supply active time! If something is not clear, feel free to ask! How do you like this idea for a New Drone? Might sound OP, but It can be balanced later; The effect can be stacked up maximum of 2 times... or make the bonus supply effects weaker, or the repair kit reduction ability taken away.
  16. I have a few idea for how much battle score you should receive based on the battle format you are in or the "way" you made the kill. Battle formats DM: 15 score / kill ASL: Attacking Team: Kill = 15 score , Capturing a Flag = 50 score Defending Team: Kill = 20 score , Killing an enemy with flag = 30 score CP: De-capturing a point from enemy = 5 score , Capturing a point = 15 score (or De-capture: 10 score, Capture: 10 score) Kills made by . . . Kills made by critical damage, grenade, mine : +10 bonus score (or critical damage: 5, grenade: 10, mine: 15) Reason DM: 10 is too low, I understand there is more enemy to kill, but there is more people who can steal your kill as well. ASL: Motivation! 20 score for capture is not enough, you get same score for a kill and it requires less skill, and no one will focus on killing flaggers if they give the same score. CP: It takes a lot of time to capture a point, I think It should be a bit more. Killing someone with critical hit is based on luck, grenade is based on skill, mine is based on random/luck, in my opinion the kills made by them should reward you slightly better.
  17. Tesla "Lightning Shock" augment Advantages Damage: +50% (1350 dmg) Critical damage: +100% (1800 dmg) Lightning ball damage: +150% (2900 dmg) Lightning ball speed: +300% (20 m/s) Lightning ball warmup time: -100% Disadvantages Reload: +25% (1.5 sec) Range: -20% (20m) Critical chance: -50% (7,5%) Lightning ball reload: +50% (9 sec) Tesla "Dracula's Lightning" augment Advantages Recovers HP at a rate of 50% of your base damage while chain lightning is on an enemy. Healing rate is not affected by protection, supplies, or status effects. Disadvantages Critical hits removed Tesla "Geysir" augment Advantages Reload = 0.5 sec Critical damage: +50% (1350) Disadvantages Damage: -50% (450) Critical chance: -33% (10%) Lightning ball damage: -50% (580)
  18. The Quasar augment for Shaft is very bad! The arcade shot is similar to Scorpion 1160 damage and 3.2s reload, but this is 1136 damage and 3,19s reload The sniping damage is 5000, for Scorpion it is 4000 so its a little bit better, but the reload is 22 seconds for Shaft and only 14 seconds for Scropion... I kinda don't understand this augment for real. This is how it would be worth it: (First is the OP) Advantages Min. sniping damage: +185% (2023 damage) Max. sniping damage: +150% (8250 damage) Arcade damage: +120% (1562 damage) Arcade critical damage: +125% (2025 damage) (Second, this is a little bit weaker, but with booster it will perform similar to the first one) Advantages Min. sniping damage: +160% (1846 damage, with booster: 2076) Max. sniping damage: +120% (7260 damage, with booster: 8167) Arcade damage: +100% (1420 damage, with booster: 1597) Arcade critical damage: +110% (1890 damage, with booster: 2126) My opinion about this is the minimum sniping damage should be able to kill a light hull, maximum sniping damage should be able to kill a heavy hull with 50% protection, Two arcade shot should be able to kill a medium hull, and 1 critical hit should be able to kill a light hull. The Disadvantages are already a big nerf, and it would match the stats of what I mentioned now! (Or make the sniping damage be able to kill a medium hull with 50% protection so around 6000 damage)
  19. (All mentioned parameters are in Mk7 MAX) (Color coding: Orange: Titles, Yellow: Advise, Green: Buff, Red: Nerf, Blue: New feature, White: no changes /plain text) I hope my message reaches Developers and change will be seen! 1. Melee range turrets Firebird, Freeze & Isida damage the enemies per tick, which is equivalent to 0.25 seconds, but they also have damage per second index (dps). Firebird and Freeze has 1200 dps, Isida has 1160 dps. Isida has a little bit lower because the damage is constant through out the range of the turret, while Firebirds and Freezes is not, which is understandable. What I am not able to understand is why Tesla is so weak compared to them. The dps of Tesla is 750! I don't think Teslas special ability to increase his range by the Lightning ball adds that much value to the turret that the dps of the turret should be this low! After the nerf It makes even less sense than before, because the damage is decreased if you connect to a lightning ball, and further decreased if there is more than 1 lightning ball in the circuit. To me it makes zero to no sense to keep the dps of Tesla so low... and comparing to the other melee range turrets special ability it makes even less sense, because Firebird and Freeze has very strong status effects. Firebird increases his 1200 dps to 1600 with burning. Freeze can slow down enemy troops by a lot and nullify their damage boost gaining tremendous advantage over the enemy. Isida can heal allies which he receives points after, and if planned carefully can lead an entire team to victory. Now It is true Teslas lightning ball has a 1160 damage, but the speed of the ball is so slow that is very unlikely to hit the enemy. Also every turret has higher critical damage than the regular damage, but Teslas critical damage equals to the regular damage, which in some point i could understand because of the chain lightning and it can deal critical damage to multiple enemies, but the reload has been increased from what it was before and the critical chance was never adjusted to it, nor the critical damage increased. I would like to mention the minimum time to kill a medium hull in the best case scenario (no supplies, no repair, enemy in the range of max damage): Time to kill a medium hull with each melee range turret: Firebird: 2.0 sec Freeze: 2.5 sec Isida: 2.75 sec Tesla: 4.8 sec (If we don't count the first hit as a reload for Tesla then it is 3.6 sec) Other "flaws" of Tesla: The ball sometimes doesn't appear. The ball sometimes passes through enemy bodies. Tesla with Viking Overdrive has the same reload as basic Tesla. Tesla doesn't have good augments like others. Now basically all turret have at least 1 special augment, but some even have 5-6. Electroturret was made at the release of the Turret 3.5 years ago, and the last augment it got was 1.5 years ago which is Pulsar! Here is my advise on how to balance base Tesla: Damage: 900 (same as now) Reload: 1.0 sec (It is 1.2 sec now) Critical damage: 1160 (It is 900 now) Critical chance: 12% (It is 15% now) Ball lightning damage: 1400 (It is 1160 now) Ball lightning reload: 7 sec (It is 6 sec now) Ball Lightning range: 40m (It is 100m now) You can see I am not only "buffing" Tesla but also "nerfing" some stats, because I think this would be a great balance overall. I don't want to make Tesla overpowered, but I do feel other melee range turrets are way stronger than Tesla, and mostly because of their status effects and their DPS! 2. Status effects from Firebird & Freeze As mentioned above I think the Firebird and Freezes status effects are very strong, because the status effect is guaranteed with every hit. Currently the maximum temperature is +1.0 and the minimum temperature is -1.0. If possible I would make it +2.0 and -2.0. Here is how it would work: from +0.1 to +1.0: The damage of burning is 300 per second from +1.1 to +2.0: The damage of burning is 400 per seccond from -0.1 to -1.0: The freezing only slows down enemies from -1.1 to -2.0: The freezing slows down enemies and nullifies their damage boost The basic turrets could only do +1.0 max or -1.0 max, Other augments such as compact fuel tanks and shock frezee could receive the +2.0 and -2.0 and maybe new augments in the future. Overdrives would give +2.0 burning and -2.0 freezing. I also think status effect augments should not apply burning and freezing in the case of Firebird and Freeze turret, or at least minimize it to +0.5 & -0.5 3. Hornet Overdrive The overdrive of Hornet is mostly Supportive. The user and allies are able to see enemies health bar for 90 seconds, and the user gets 7 seconds of supercharge effect, enemies receive Jamming (7s) & AP (20s) status effects in the radius of 60m. In a nut shell I want to balance this overdrive, because compared to the other ones i think it weak. Here is my advise: Duration: 45 seconds AP/Jammer radius: 60 m AP duration: 7 seconds Jammer duration: 7 seconds Supercharge duration: 3 seconds Activates regular damage boost instantly Bonus damage boost increase: +100% Bonus damage boost duration: 20 sec Basically decreased the duration of overdrive, the AP effect and the supercharge duration, but now the overdrive activates the damage boost supply and gives an additional +100% increase of damage for 20 seconds. 4. Dictator Overdrive The overdrive of Dictator is mostly Supportive. The user and allies temperature returns to normal and activates all supplies and 10 seconds supercharge effect, while enemies receive Freezing status effect. Same goes for this as Hornet one, I would want this overdrive to be balanced. Here is my advise: Temperature neutralization remains Freezing enemies remains Activates supplies of damage boost, armor boost & speed boost, and drops a mine. HP bonus: +50% depending on the hull you use ( Light hull: +1000, Medium: +1500, Heavy: +2000) Supercharge effect: 7 seconds Polarization effect: 7 seconds Stun: 1 second Jamming: 7 seconds Basically the overdrive would not trigger repair kit but give instant HP bonus, so you can use your repair kit at a desired time you want. I would also decrease the duration of supercharge effect, but receive Polarization effect (this was trouble before because someone with EMP or a Hunter OD could easily overwhelm you and your teammates by removing the supplies after you used your dictator od) Enemies would receive Freezing, Stun & Jamming effects. 5. Grenade (bug) Grenades thrown right before dying doesn't deal damage. To me it seems that I have thrown the grenade and explodes as well but deals no damage. Enemies I asked about it, said they didn't even see my grenade being thrown... but it takes away 1 grenade from me and triggers my cooldown.
  20. AcnoIogia

    Ideas for Supplies and Drones!

    I know Developers has many ideas for Grenades, but this is not a particular idea of a Grenade... I advice there should be special type of grenades that are only available for Rubies and others only available for Tankoins! The cost of them should be kept low, 1-5 Rubies or Tankoins each Grenade. Could also sell the "event grenades" for Rubies like the Pumpkin and Snowball.
  21. AcnoIogia

    Hornet XT HD skin

    Good skin! The front looks like Optimus Prime with the red "eyes". Tho I want to recommend something for Hornet. I like using Hornet every once a while because It goes smoothly and it takes turns easily, but the Overdrive is so weak that It completely ruins the fun of Hornet. The 7 seconds of supercharge is so little, and it is sometimes a "nerf" to the user because most people have armadillo protection nowadays, and the AP & Jamming status effect is easily removed with repair kit. My recommendation is to reduce the Overdrive active time from 90 seconds to 45 seconds and grant 70% damage booost for that 45 seconds! ?
  22. I think base Tesla ball lightning range should be no more than the regular chain lightning's range, which is 25m! The ball reload should be 5 seconds, because to reach 25m it would take 5 seconds, so you could always have 1, but only one lightning ball on the field (This would be only for base Tesla!!!) But they could improve the lightning balls range with augments... Thus could work for the status effects as well, only 25m, but give back the normal chaining ability. And this -50% damage if you connect to a ball lightning is stupid... I would make it only -25% Another idea is, if there is more than 1 enemy in the chain lightning circuit, your main taget should still receive the most damage, for example: if you shoot someone he receive like 80% (720) of the damage and the second person who is only getting affected by the chain (not direct hit), he receive 20% damage of the damage (180) But idk how this would work if there is 3-4-5... or more people in the chain. ? I would imagine 3 enemy: 80-10-10% 4 enemy: 80-6,6-6,6-6,6% 5 enemy: 80-5-5-5-5% Basically It would make it easier to kill a main target, but the other people in the chain would only receive "chip" damage... to be honest, i don't know how this would affect the gameplay or is this any good idea?!. (And yes, in ASL both team gets 20 score for killing, but for attacking team i would reduce it to 15, if capturing will be worth 50 score ?)
  23. 1. Completely agree. Something has to be done against Blaster augment! Mammoth OD needs protection against it as well! I also mentioned under someone elses post about the same thing, tanki should make the damage about 3 stage. 0-3m 100% 3-8m 50% 8-15m 25% Light 500-1000-2000 Medium 750-1500-3000 Heavy 1000-2000-4000 Could add a special grenade that removes all types of hull augments! 2. I am fine with how the current Lifeguard is. The nerf from +1000 HP to +500 HP did the job in my opinion. From being +2 or even +3 shots it's only +1 shot now. 3. Agree! Dictator OD is the weakest of all! I even think It should some way damage enemies like 1000 chaos damage or instead of applying freezing effect it could apply burning and maybe jamming to enemies?! The Hitpoint idea is great, maybe limit it to 50% of the tank type (Light 1000, Medium 1500, Heavy 2000) and it doesn't trigger your repair kit. Could also improve the score you get from boosting allies. 15 score/ ally or 10/ ally, to make it worth using Dictator! 4. 100% Agree!!! Freezing is one of, if not the most toxic status effects of all! However I don't know how disabling the speed boost effect would work, because I believe the freezing effect slows down the enemies even slower to your original speed, so I think there is no point in removing it. I think tanki should limit the freezing effect /tick to maximum 1 second, and critical hit would give 5 second of freezing effect (shock freeze stays at 10 second freezing / tick) I know burning was not part of this but i would match it to the freezing effect as i mentioned above, 1 second burning/ tick maximum and critical hit would give 5 second burning (compact fuels stays at 10 second burning / tick) 5. ASL mode I completely agree! 50 score / flags seems good! I would also buff the defending teams score earning ways. Here is what I would do: Attacking team: Kill = 15 score, Assist = 5 score, Capturing a flag = 50 score Defending team: Kill = 20 score, Assist = 5 score, Killing someone who has a flag = 25 or 30 score (In CTF when you kill someone you can receive 15 score if you return the flag, i know there is also a risk of enemy still being able to try and grab it so they can capture, and in ASL it's not the case, but I still believe it should be slightly more rewarded in ASL to kill someone who carries a flag, even if it's +5 score, because I think there is not enough motivation to kill someone with a flag in ASL.) 6. I know there wasn't a 6th point, but I would like to make my own.. and yes It is about Tesla... again! as I stated in many of my posts It is weak, and they only made it weaker! The damage per second of Tesla is 750, while every other melee range turret has 1200 or 1160 damage per second. The other melee range turrets has somewhat better critical damage than the regular, but Tesla's critical damage is the same as the regular.. Which I can understand in one way, but the other way I don't. I think It was heavily nerfed during the Lightning ball change, and I don't see why tanki couldn't increase Teslas critical damage to 1000 or 1100. I also had an idea which relied on making Tesla a "strong" / "useful" turret without interfering/buffing the damage, reload or any of the main characteristics.. and it was TC (Temperature Control) effect, which was basically about removing the Freezing and Burning status effects from teammates and Tesla could receive a minimum amount of score for doing so, about 1 or 2. I will state again the few ways I think Tesla could receive a buff. (It is needed because there wasn't many Tesla users before, and now there is even less after the lightning ball nerf!) 1. The most harmless way: TC effect (I mentioned above, and I also have a separate post about it) 2. Damage: 900 Critical damage: 1000 or 1100 Reload: 1.2s (The change is only in critical damage) 3. Damage: 900 Critical damage: 900 Reload: 1.0s (The change is only in reload) 4. Damage: 900 Critical damage: 900 Reload: 1.2s Critical chance: 24% [The change is only in critical chance (The reload was 0.75s before the nerf and the critical chance was 15%... The reload now is 1.2s and the critical chance is still 15%. The reload increased with +60%, the critical chance is increased by none! 24% is +60% of the current critical chance)] 5. Damage: 900 Critical damage: 1160 Reload: 1.2s Ball lightning damage: 1400 (The change is in critical damage, and ball lightning damage... In this case could decrease the critical chance to 12% from 15%, and maybe increase the ball lightning reload from 6 seconds to 7 seconds) I am also willing to hear anyones thoughts about Tesla, if it's about my ideas or even the way tanki nerfed it.. because the majority of people I ask about the Tesla changes, they also say that Tanki overnerfed it!
  24. (Just a few easy to make augments... Almost all turrets have easy to understand, doesn't require much skill, just plain and strong! Tesla need a few of them, especially because it is one of those turrets that barely has any augments, but I believe Tesla could have the best augments!) Tesla "Adaptive reload" augment Advantages Reload reduction per enemy damaged: 33% Disadvantages Base reload time: +15% Tesla "Strict Ammunition load" augment Advantages Every third hit is guaranteed to be a critical The first shot after spawning will be a critical Reload time: -20%
  25. Tesla "Lightning Coil" augment Advantages Connecting to a ball lightning increases damage by 250% (1575) Disadvantages Ball lightning reload: +50% (9 sec) Critical damage removed Tesla "Havoc" augment Advantages Lightning ball speed: 75m/s Lightning ball reload = 2 sec Disadvantages Lightning ball damage: -15% (986) Lightning ball range: -60% (40m) Lightning ball warmup time: +100% Tesla "Furious" augment Advantages Critical damage: +100% (1800) Chain lightning reload: -50% (0.6 sec) Disadvantages Chain lightning damage: -60% (360) Tesla "Violent" augment Advantages Chain lightning range: +25% (30m) Chain lightning reload: -33% (0.8 sec) Ball lightning damage: +100% (2320) Ball lightning speed = 50 m/s Lightning ball warmup time: -100% Disadvantages Damage: -15% (765) Critical chance: = 1% Ball lightning reload: +50% (9 sec) Radius of adding an ally to the circuit = 1m
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