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AcnoIogia

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Everything posted by AcnoIogia

  1. Tesla "Supersonic Lightning" augment Advantages If at least one ally is in the chain lightning circuit it will raise the damage by 200% (1350) Chain lightning reload: -25% (0.9 sec) Radius of adding an enemy to the circuit: +100% (30m) Radius of adding an ally to the circuit: +100% (30m) Disadvantages Regular damage: -50% (450) Critical hits disabled Radius of adding a ball lightning to the circuit: 1m Tesla "Supernova" augment Advantages Lightning ball damage: +250% (4060) Lightning ball reload: -66% (2 sec) Disadvantages Lightning ball speed: 1 m/s Tesla "Hypernova" augment Advantages Lightning ball damage: +75% (2030) Lightning ball reload: -33% (4 sec) Lightning ball speed = 75 m/s Disadvantages Lightning ball range: -70% (30m) Lightning ball warmup time: +100% Tesla "Gamma Ray Burst" augment Advantages Chain lightning range: +60% (40m) Chain lightning damage: +70% (1530) Critical damage: +125% (2025) Disadvantages Chain lightning reload: +50% (1.8 sec) Radius of adding a ball lightning to the circuit: 1m Radius of adding an enemy to the circuit: 1m Radius of adding an ally to the circuit: 1m
  2. AcnoIogia

    Bug Reports ❗ NEW ❗

    Recently I have noticed in DM and SJR formats when I kill someone with Tesla (i think other turrets do this as well which has splash damage) and I chain between 2 enemies or I shoot my lightning ball and the main target has blaster augment and If i kill him he dies but I don't get points for it but the second person who dies at the same time as the main target I get points for him... or there are other times when I kill someone with blaster and I get the points for it, but another one who is close to him and I would have damaged him with my splash or chain and he would have died from my attack, I don't get the kill but the blaster guy... How does this actually work? Is this a bug or intentional?
  3. AcnoIogia

    Ideas for Turrets!

    Firebird Damage per second: 1200 Damage per tick: 300 Critical damage: 375 (with super charge in 1 second: 1500) Special: Burning (400 dmg/s = 100 dmg/tick, which eleveates the DPS of the turret to 1600) Freeze Damage per second: 1200 Damage per tick: 300 Critical damage: 750 (with supercharge in 1 second: 3000) Special: Freezing (Slows down enemies, almost impossbile to move and takes away their damage boost) Isida Damage per second: 1160 Damage per tick: 290 Critical damage: 300 Special: Healing (You can heal allies and receive points for it or with some augments you can heal yourself) Tesla Damage: 900 Reload: 1.2s Damage per second: 750 ( divide damage by reload and you get the dps) Critical Damage: 900 Special: Lightning ball & Chain lightning (1160 damage & 6s reload, and you can lengthen your range with lightning ball if you don't use status augments, plus you can chain between enemies, but the damage splits every time by each enemy!) (I know Faust is an augment for Striker, but even that has 0.9s reload with 900 damage and 40m range, while Tesla only has 25m range and 1.2s reload) I think It is very clear that Tesla is a well hated and nerfed turret after all! It shows in Damage, Reload, DPS, and the Special ability itself, even Critical damage is the same. Tesla is killed after the nerf, because that wasn't a fix. Among the Melee range turrets Tesla is the weakest, and I know not everything about Time to kill, but after the lightning ball nerf It is not that special anymore, and we can say it clearly: It is weak! How to make Tesla good again: 1. Option Damage: 900 Reload 1.2s Critical damage: 1100 of 1160 Lightning ball damage: 1350 or 1400 (even with electroturret augment it will stay under 2000) 2. Option Damage: 900 Reload 1.0s Critical damage: 900 or 1000 Lightning ball damage: 1160 I think It is impossible to make Tesla OP after the nerf of Lightning ball, and this would only adjust the nerf it received. Please do something with Tesla, because it is unusable! We are only surviving on Electroturret augment!!! Thanks if it reaches the Developers!
  4. Good idea! I 100% agree, It is way too powerful augment! Melee range turrets have it the hardest, because we can't kill enemies from afar like other turrets and most of the times that blaster damage can be fatal! But I don't know if this is possible, because it's a hull augment and not a drone anymore so It would be complicated to make this change I believe. Changing the % dealt by range would be great: Light hulls deal maximum 500-1000-2000 chaos damage upon death to enemies nearby Medium hulls deal maximum 750-1500-3000 chaos damage upon death to enemies nearby Heavy hulls deal maximum 1000-2000-4000 chaos damage upon death to enemies nearby Radius of maximum splash damage: 3m Radius of average splash damage: 8m (If still too strong, could be changed to 5m or 6m later) Radius of minimum splash damage: 15m Minimum splash damage: 25% Average splash damage: 50% Maximum splash damage: 100%
  5. My little Tesla has been nerfed again ? from 0.63s reload to 1.1s reload, and now 1.2s reload ? from 840 dps to 818 dps and now 750 dps ?
  6. (The mentioned damages, reloads etc. are according to Mk7 MAX parameters) Temperature Control Advantages Provides complete immunity from Freezing & Burning (Legendary hull augment) Disadvantages Vulcan's Incendiary band augment can't inflict burning status effect. Scorpion "Stinger" augment Advantages Damage: +75% (2030) Impact force: +100% Disadvantages Reload: +50% (4.8 sec) Critical damage removed Ricochet effect disabled Scorpion "Himars" augment Advantages Salvo damage: +800% (3600) Salvo reload time: -50% (7 sec) Minimum rocket angular velocity: +100% Maximum rocket angular velocity: +900% Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Disadvantages Rockets in salvo: -9 (1 total) Aiming time: +100% (2 sec) Scorpion "Lantern" augment Advantages Reload: -35% (2 sec) Aiming time: -75% Salvo reload: -35% (9.1 sec) Salvo damage: +25% (500/rocket) Minimum rocket angular velocity: +600% Maximum rocket angular velocity: +1200% Maximum rocket speed: +2000% Rocket acceleration phase duration: -50% Disadvantages Rockets in salvo: -6 (4 total) Impact force: -50% Critical damage removed Minimum rocket speed: -100% Scorpion "Comet" augment Advantages Salvo reload time: -64% (5 sec) Rocket min. angular velocity: +500% Rocket max. angular velocity: +2500% Minimum rocket speed: +100% Maximum rocket speed: +500% Pause between salvo's rockets: -90% Disadvantages Rockets in salvo: -4 (6 total) Aiming time: +100%
  7. The reload for Tesla has never been 1.1s, It should be Maximum 1.0s! This makes the DPS 818, before the update it was 840! Freeze & Firebird has 1200 DPS Isida has 1160DPS! I get it Tesla has a lightning ball that can boost the DPS, but the chance of it hitting an enemy is very low because of the speed, and the reload of it is very low as well. Also there is something I want to discuss. Because of this long reload I have noticed many times my turret doesn't hit the enemy, while I am pressing the space bar! There is a glitch or something, cause the enemy is being outlined in red and shows i am in range to shoot him but still the damage is not happening many times! Maybe increase the cone angle a little bit or idk what the problem could be?! Anyone else have this or know what this is?
  8. Please read my ideas for Tesla augments ???
  9. AcnoIogia

    Ideas for Hulls and Overdrives!

    Here are some ideas for grenade interactions with overdrives Wasp: Destroys all grenades in 40m range Hopper: Destroys all grenades in 20m range Hunter: Destroys all grenades in 30m range Titan: Destroys all grenades in 20m range Mammoth: Destroys all grenades it touches I would also advise the mine clearing ability of some overdrives to get range buff. Wasp 15m -> 40m Hopper 15m -> 20m Hunter 15m -> 30m
  10. After the Tesla update, I should remake some Tesla augment ideas that I made. (Maybe developers get some idea from these) The parameters are in Mk7 Max upgrades Tesla "High Voltage" augment Advantages Chain lightning damage: +50% (1350 dmg) Reload: -18% (0.9 sec) Disadvantages Lightning ball reload: +100% (12 sec) Critical damage removed Tesla "Thunderstrom" augment Advantages Lightning ball damage = 1400 Lightning ball speed = 30 m/s Lightning ball reload = 2 sec Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”) Disadvantages Lightning ball range: -60% (40m) Tesla "Plazma" augment Advantages Lightning ball damage: +160% (3016 damage) Lightning ball speed = 75 m/s Lightning ball reload: -33% (4s sec) Disadvantages Lightning ball range: -70% (30m) Tesla "Blue Jets" augment Advantages Chain lightning reload: -27% (0.8 sec) Chain lightning range: +100% (40m) Critical damage: +70% (1530) Ball lightning damage = 1550 Disadvantages Chain Lightning damage = 760 Cone angle = 6 Critical chance: -70% (4.5%) Ball Lightning reload: +50% (9sec) Ball Lightning range: -50% (50m) Tesla Lightning "Sprites" augment Advantages Cone angle: +100% (34) Chain lightning reload = 0.25 sec Critical damage chance: +100% (30%) Radius of adding an enemy to the circuit: +100% (30m) Radius of adding an ally to the circuit: +100% (30m) Disadvantages Chain lightning damage: -75% (225) Tesla Lightning "Elves" augment Advantages Radius of adding a ball lightning to the circuit = 40m Radius of adding an ally to the circuit = 25m Radius of adding an enemy to the circuit = 25m Lightning ball reload: -50% (3 sec) Lightning ball lifetime: 30 sec Disadvantages Lightning ball speed = 0 m/s Tesla "Nanotech Lightning" augment Advantages Shooting a teammate heals them the same amount it would damage an unarmored enemy Healing gives 1-13 REPUTATION points, depending on the percentage of health restored Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored Disadvantages Critical damage removed Tesla "Lightning bolt" augment Advantages Reload = 0.75 sec Range = 30m Lightning ball damage: +75% (2030) Lightning ball reload = 4 seconds Lightning ball speed = 75 m/s Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”) Disadvantages Critical damage removed Lightning ball range: -60% (40m) Radius of adding an ally to the circuit (m) = 1m Radius of adding an enemy to the circuit (m) = 1m Radius of adding a ball lightning to the circuit (m) = 1m This means you are unable to chain between enemies, allies or lightning balls. You can only target one enemy at a time Tesla "1.000.000 Volt" augment Advantages Chain Lightning damage: +100% (when attacking 2 or more enemies) Disadvantages Chain Lightning damage: -50% (when attacking one enemy tank) Critical hit removed It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (450), but attacking 2 or more enemy would increase the damage! (2= 900, 3=1350, 4=1800 . . . adding 450 to the damage with each enemy being in the Chain Lightning range) Tesla "Tarantula" augment Advantages Chain lightning damage: +100% (1800) Critical damage: +200% (2700) Lightning ball damage: +250% (4060) Lightning ball speed = 30 m/s Disadvantages Reload: +80% (2 sec) Critical chance: -100% (7.5%) Lightning ball reload: +200% (18 sec) Lightning ball range: -80% (20m) Tesla "Critical mix" augment Advantages Critical damage: +50% (1350) Critical damage chance: +100% (30%)
  11. The first time I saw the new updated version of Tesla I was amazed by the lightning ball's splash radius, but after a few battles I got to see it's advantages and disadvantages, I also noticed some things that could be fixed. Advantages: 900 damage (1012 with booster or crisis, which lets me finish enemies with 1 shot less), Ball lightning big splash range. Disadvantages: 1.1s reload (which sometimes i just think my turret isn't shooting at all when i am pressing space, but maybe this is a bug?) and ofc the -50% damage when connecting to a ball. (Critical mix augment should do the work, but only if it can bounce too!) In my opinion these could be fixed: The lightning ball for the status effect augments are useless. The ball will almost never hit a target because of it's slow speed and you are unable to connect them to an enemy so there is really no point in them. I think it could receive the electroturret's feature that has 75 m/s lightning ball speed (or even 50 m/s is fine), and add -50% to the lightning ball's damage. 1.0 second reload would be very good as well, instead of 1.1 second. The -50% damage when connecting to a lightning ball is such a draw back that It would not make Tesla OP to give it a 0.1 second faster reload. The damage per second has only decreased with time for Tesla. Recently It was 840 DPS and now it is 818 DPS. (Fun fact: The very first Tesla had a whopping 1088 DPS)
  12. that is interesting, i always dealt 1890 damage ? But I take it as a way of Tanki nerfing me... cause i'm too strong LMAO
  13. bro it is simple math! Tesla damage is 630, and with wiking OD I do 1890 damage. 630+200%=1890 damage.... and it is the same on any augment!
  14. When you are using Viking Overdrive with Tesla you are guaranteed +200% damage & +50% range, which i feel is bad... because you are not getting a faster reload. Every other turret shoots crazy fast with Viking Overdrive, but Tesla stays with the same reload. Why does Vulcan get +500% damage during Viking OD, but Tesla +200% when Vulcan has a longer range!? (just a philosophical question) Here are 3 options to balance Viking OD when using Tesla: 1. Bonus range: +50% Bonus damage: +500% Reload: 0.75s (The only change is in damage, but is able to one shot medium hulls) 2. Bonus range: +100% Bonus damage: +250% Reload: 0.75s (The change is in range and damage) 3. Bonus range: +50% Bonus damage: +250% Reload: 0.33s (The change is in relaod and damage) (GRATIS option, 4. Everything is the same but your damage does not decrease when multiple enemies are in the chain, so it's always the same) I think the damage bonus should be at least +250% in order to reach the 2000+ damage that enables you to 2 shot heavy hulls.
  15. Idea for Overdrive and Drone balance changes, I will explain why I think these are important. Note: This is only my experience of how I see and how I intereact with these Drones and Overdrives in every day battle. I wanted to share my ideas how to balance them, depending it needs a buff or nerf. Community feedback is important! Let's start with Overdrive: (Hulls not mentioned, meaning they have a good, balanced overdrive) Wasp: Damage radius: The damage of 0-20m range is 100%, 20m-25m range is 25%, and 25-60m range is 25% as well, It should be changed to 0-20m 100%, 20-40m 50%, 40-60m 25%. (When I use Wasp the overdrive barely kills anyone because they have enough time to run away and it would only deal 1000 damage and they would use repair kit and the status effects won't do anything as well) Hornet: Able to see enemy mines. (Minor update, many overdrive can destroy mines, it would be fair for hornet to see them) Hopper: I think giving it a Burning status effect is necessary. (After the damage reduction from 3000 to 2000, It barely kills anyone, and is mostly used now to escape a fight or to capture a flag) Viking: This is a good overdrive, no change needed. (Tho Tesla deals very low damage compared to other turrets with this od and the reload doesn't change, or at least i haven't noticed cause it's so little?! Tesla should have a faster reload during Viking Overdrive) Paladin: Freeze & Burning immunity needed (Polarizer was invented for this reason, to give immunity from all negative status effects! It's only fair if they give back that ability) Dictator: It gives Freezing (10s), Jamming (7s) , Stunning (1s) status effect to enemies. Allies and the tank itself should receive +100% armor for 20-30 seconds. (I think this is the worst overdrive from all, and needs a huge rework, this was just an idea could be something else, but dictator od has long loading and the effects are not as good only for some turrets with fast reload and high crit damage) Titan: Enemies should receive Jamming status effect near the dome like in 30-40m radius. (It gives a good protection, but is easily destroyed by almost all overdrives, and I think this could do the work.) Mammoth: Blaster augment immunity (Every 3rd tanker is using blaster augment and it is very annoying that my overdrive is beaten by a hull augment when i go over them... this is almost like an emergency buff!) Balance changes for Drones: (Drones not mentioned, meaning they have a good, balanced effects) Mechanic: Reduction of repair kit cooldown decreased from 20sec to 22 sec (The repair kit effect lasts for 8 seconds, so you could use repair kit every 8 seconds as well, it's a minor buff, and not many people use mechanic drone. I had many situations where that 1-2 seconds would save me if i could use repair kit) Defender: Additional supply power decreased from 90% to 70%. Additional supplies consumed: 1+3 (4) (Almost everyone uses it and it is very strong, plus you can use the speed and damage boost as well) Booster: Additional supply power decreased from 25% to 20%. Additional supplies consumed: 1+3 (4) (That 25% means some turrets can kill enemies with 1 less hit, and you can also have the other 2 supplies active. I just think this is too poweerful) Trickster: Additional supply power decreased from 50% to 40%. Additional supplies consumed: 1+3 (4) (Same here, you have the basic 3 supplies and extra 50% speed boost, I think it's too powerful, and sometimes you can barely shoot them they are so fast) Crisis: Bonus Protection: 100% Bonus Damage: 40% Bonus Acceleration: 60%. Additional supplies consumed: 1+2 (3) (You can use one supply at a time, and you waste a lot when switching between them, and are the same effect as defender trickster booster, but they can still use the other 2 power up supplies. I think Crisis was meant to be a strong drone and not a mediocre) Crisis 2.0: (A second idea for Crisis balance change): Bonus Protection: 90% Bonus Damage: 25% Bonus Acceleration: 50% Reduction of repair kit and mine cooldown: 15s Hyperion: Adittional supply consumed: 1+1 (2) (This drone only reduces the cooldown of supplies, it shouldn't cost much in my opinion)
  16. @Opex-Rah Another Magnum augment? ? When is it time for Tesla augments? ? Tesla received it’s last augment in 2023 August, Please give me a sign it will come soon.
  17. Overdrive ideas Revenge / Karma (Heavy hull) You get a shield around you that grants you 80% protection from all turrets, mines, critical damage, and It returns 20% of the damage to the enemy tank who shot you. (AP can be a way to defeat this overdrive, also other overdrives that deals chaos damage, have high chance against it.) Ghost mode (Light hull) You get 50% protection from all turrets, mines, critical damage (the modules you have equipped are not adding up with this). Immunity from impact force & status effects. You also receive 40% speed boost for a duration of time. (Overdrives with Chaos damage have high chance against this) Dictator Overdrive rework Cleanses the tank and nearby allies from negative status effects, allies receive 5s supercharge effect Instead of freezing enemies, it burns enemies Instantly repairs the user itself, teammates receive repair kit Supercharge effect for tank itself removed. It gives you 100% armor boost & 50% damage booost for 20 seconds. Paladin Overdrive buff Instantly repairs the tank itself Polarizer also includes Freeze & Burning immunity
  18. Here are some hull augment ideas: Mountain - Advantages: Impact Force immunity Raven - Advantages: 50% protection from splash damage [only if you have been hit with splash damage (direct hit deals full damage)] Neutral - Advantages: 100% immunity from burning & freezing status effects
  19. I know a way to "buff" Tesla without interfering with damage, reload or any major parameter. (even tho Tesla needs a damage buff) It is Temperature Control (TC). What It does is in it's name, basically it controls the temperature of allied tanks! (You could not control your own Temperature) The maximum freezing rate is -1.00 and the maximum burning rate is +1.00. Legendary augments that can apply burning status effects raise the temperature by +0.4 or +1.00, and Legendary augments that can apply freezing status effect lower the temperature by -0.4 or -1.00. The Firebird turret raise the temperature by +0.3 / sec. Which means in order to get to +1.00, you have to hit the enemy for about 3,3 seconds. (Compact fuel tanks augment can raise the temperature by +1.00/tick) The Freeze turret lowers the temperature by -0.5 / sec. Which means in order to get to -1.00, you have to hit the enemy for 2 seconds. (Shock freeze augment can lower the temperature by -1.00/tick) The Tesla turret could balance the temperature by +/-0.25 or +/-0.33 with every hit, which would make it 2.25 seconds (3 hits) or 3 seconds (4 hits) to fully take off the effects. If it's possible I think It should be rewarded with a few scores as well. (5 or so, for fully taking off the effect) In my opinion It also goes well with the meta, because Firebird does burning, Freeze does freezing, Isida can heal and It would make much sense for Tesla to control the temperatures. Reasoning: I find Burning and Freezing status effects one of the most annoying, especially freezing! When a Freeze turret hits you he instantly applies freezing, "nullifying" your damage boost, your hulls speed and your turrets rotatory motions becomes way slower as well. The same can be said about Firebird, the burning does damage over time, so it can cause troubles and annoy enemies. As well as I know phoenix hull augment is not protecting you from them, neither does Paladin Overdrive! I also find Tesla players in MM rarely, so I think this is a great way to make the turret more interesting and fun to use.
  20. I want Scorpion Meteor to be like Striker Meteor, and Scorpion Bloom to be similar to Spear, but even faster rockets.
  21. i thought as well, but i didn't want to give it too much advantages lol
  22. Tesla Critical Mix augment Advantages Critical damage: +50% Critical damage chance: +100% Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Scorpion Missile Launcher "Meteor" augment Advantages Standard shot damage: +25% Standard shot impact force: +50% Minimum rocket speed: 200 m/s Maximum rocket speed: 400 m/s Pause between rockets in salvo: -60% Salvo reload time: -25% Disadvantages Aiming time: +100% Critical damage removed Scorpion Missile Launcher "Bloom" augment Advantages Rocket damage: +50% Salvo reload time: -35% Aiming time: -75% Minimum rocket speed: +500% Maximum rocket speed: +1000% Standard shot reload: -25% Disadvantages Rockets in salvo: -4 (6 total) Critical damage removed
  23. AcnoIogia

    Ideas for Turrets!

    Gauss aim is 1s, reload is 5.8s so it's 6.8s in total, This turret is 7s in total ? and gausses salvo is instant damage, this projectile travels with 1000 m/s. That why I gave it 1800 damage not 1700. But it is kinda similar, yes. ? But after all Gauss is also a mix of 2 turrets, Scorpion is mix of 2 turrets, so... This is mix of Thunder, Gauss, and a weaker Isida
  24. The large caliber augment makes Gauss act like Thunder. 900 damage 1160 critical damage 2sec reload. With booster or Crisis drone, it is actually able to deal 1012 damage which can 2 shoot light hulls 3 shot medium hulls and 4 shot heavy hulls. Plus I agree that augments for crystals should be this powerful as you said +50% damage and +100% damage… if this happens the salvo reload should be +150%, because it would do 3400 damage one shooting medium hulls is crazy… and your aiming time is one second as well… you expect too much from a crystal augment! The one you saying should be a legendary augment!
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