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Tekken last won the day on January 24

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  1. Firebird <<Afterburner>> Highly concetrated fuel directly injected into exhaust behind turbine creates combustion which dramatically raises exhaust temperature, resulting in extreme damage in fraction of seconds. It is a high fuel-consumption method. Designed for single-target eliminatoin Advantages: Damage per tick (hp): + 250 % (1050) Upper temperature limit: +1.00 Heating rate: +0.33 / tick Disadvantages: Range (m): -60 % (10m) Cone angle (deg): -50 % (10) Energy consumption (units/second): +125 % (750) Range of min damage (m) -50 % (10m) Enemy highlight range (m) - 66% (10m)
  2. Firebird <<Expanded Nozzle>> Expanded Nozzle provides bigger cone angle than normal firebird versions at the costs of range and faster fuel tanks expenditure. Due to faster fuel tanks expenditure it also increases heat and damage dealt. Advantages: Cone angle (deg): + 150 % (50) Damage per tick (hp): +50% (450) Upper temperature limit: +1.00 Disadvantages: Range (m): -30 % (17,5m) Enemy highlight range (m): -40 % (18m) Energy consumption (units/second): +50 % (500) (Normal consumption is 333 and Full energy bar has 1000 energy)
  3. Isida <<Microbots>> Larger in size and slower than their Nanobots counterpart but delivers higher amount of damage/ healing each tick and save energy usage. Advantages Damage per tick (hp) +400 % (1300) Critical damage (hp) +400 % (1500) Healing per tick (hp) +400 % (500) Critical healing (hp) +400 % (5000) Energy consumption when healing (units/sec.): -50 % (100) Disadvantages Interval between ticks +300 % (1s between each tick)
  4. Isida <<Microbots Link>> Microbots allowing Isida turret to use new previously unreachable technologies due to their abnormal size. Advantages: 50 % dmg dealt to teammate tank's armor will be instead dealt to you as long as link through microbots is on Energy consumption when healing (units/sec.) 50 (200 is normal value and full energy bar have 1000 units / 20s in total) Range: +100 % (50m) Damage per tick (hp): +150 % (650) User will recover HP at a rate of 250% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. (250 HP each tick) Enemy/Teammates highlight range (m): +70 % (51m) Disadvantages It's not longer possible to heal your teammates Interval between ticks +300 % (1s between each tick)
  5. well said and to answer last question - no they did not fix that... might be intentional, when you have freeze effect with mammoth and use OD you will gain lost speed immediately ,
  6. Its been like this for quite some time (years) but I think it's unfair. Slowing down your opponents is very good advantage for meele range turret. On top of that they could easily rework this effect to decrease healing or impact force but looks like they went for easy solution rather than balanced one
  7. Thank you for feedback , yes some new visuals seems like biggest challenge for devs, but if they wants some new end game content or long term content this could be a right step, to unlock additional ODs for each hull. I do agree with you that some ODs needs buff/rework, dictator OD is perfect example
  8. thank you , rather than rework I wish we could have options to choose from, changing ODs like augments, each hull with 2 options. This could be very good long term content for players, imagine if they created some new achievement system or set of hard missions to complete and new OD could serve as reward
  9. I have been slowly working on this topic for months, some of the files sits in my computer not used so I decided to upload all my ideas here. I do know that there is already Thread in this forum dedicated for Overdrives but due to complexity of my suggestion I would like to ask moderators for little leniency and thus request to not merge this topic immediately so more players could see it. Eventually I am fine with merging. Thank you I do know that devs already stated that they do not intend to change overdrives in future, but by that time they announced that in one of V-Logs I had already finished all my ideas and It would be pity to waste them without presenting. So - I want to present some potential ideas for new overdrives. How I imagine this new overdrives to work would be similar to augments, each hull with 2 options to chose from, depending on strategy or individual gamestyle. Each overdrive could be given as a reward for fulfilling some achievements with particular hull. -> Long term content Either something similar to phoenix augments, for example reaching 500K or 1M points to unlock them. Or simply by completing some challenging and serious missions (Team Contracts) Brand New Overdrives for every Hull Wasp Overdrive - Flashbang Tactical bomb that explodes quickly after use and causes small damage at epicenter, stuns/jammer all enemies in radius. Specifications Activation delay: 0s Delay before explosion: 1s Explosive damage: 1000 hp at center of explosion, decreasing with distance Damage radius: 50m (25% damage) / 30m (50 % damage) / 20m (100 % damage) (min/avg/max) Maximum impact force: 40 Stun duration: 1,5s Jammer duration: 3s Radius of applying status effect: 50m Radius of destroying mines:10m Hornet Overdrive - Cloaking On activation fully heals tank,gains jammer imunity, hide from enemies radar and disable their autoaim, highlighting/outlining feature wont work against cloaking target, hull will gain partial invisibility. (if devs are capable of doing so) Specifications Cloaking ability - Disables highlighting/outlining of player tank, invisible for enemy radar and against already activated Hornet OD "scout radar" Activation delay: 2s Duration of Cloaking ability: 30s Jammer Immunity Duration of Jammer immunity:30s Fully heals a tank. Indicator of incoming damage won't show direction of where player with active Hornet OD "cloaking" is shooting from. Hopper Overdrive - Ballista Creates a powerful force that send hopper up and forward with the 20 degree angle, Overdrive also provides additional short term speed boost and simultaneously pushing enemies out of way, damaging and applies jammer to enemies. Specifications Radius 20m Forward force: 2000 Chaos damage 1000 HP Impact force applied to enemies in radius - 50 % of the juggernaut OD (haven't found exact numbers) Additional speed boost + 20 % Duration of speed boost 3s Jammer duration: 3s Jammer radius 20m Radius of destroying mines 15m Crusader Overdrive - Fire Cannon Launches a fire ball that explodes on impact with tanks or props, dealing large area splash damage, applying Burning and Stun status effects to opponents, leaving burning area of effect on ground. While Cryo canon is focused for neutralization of solo targets , fire ball focuses for crowd control Specifications Damage 1000-2000 HP Mk1-Mk7 Ricochet: Disabled Radius of max/medium/min splash damage: 9m/15m/30m OD Medium splash damage: 50 % OD Minimum splash damage: 25 % Burning duration: 10s (everyone in 15m radius from center of the explosion will get +1 tempreature) Stun duration: 2s Burning status effect range 30m Stun status effect range 15m Creates 15m radius AoE from the center of explosion (30m diameter) applying burning status effect Area of Effect: Heating up enemies + 0.25 temp/s Duration of AoE: 15s Viking Overdrive - Supernova On activation enters Supernova mode Supernova Mode Instantly reloads the turret, fully heals a tank, get bonus armor and bonus speed, stun and emp immunity, increase turret firepower and turns base turret damage into a chaos damage. User will get 75 % damage reduction to all incoming damage types including chaos damage but won't be able to use repair kit nor receive any healing, user will lose 14 % of HP/s but gains 33 % HP back each kill. Specifications Duration: untill tank is destroyed Base turret damage: + 50 % Reload/Fire rate buff for every turret: 25 % Range +50 % (meele range turrets) Shot delay: -90% (for Railgun) Recoil: -50 % Impact force: + 25 % Turns turret base damage into chaos damage type which can't be affected by double dmg Fully heals a tank Protection to all incoming damage types: +75 % Stun and Emp immunity User loses 14 % of HP every second User heals 33 % hp each kill User can't use repair kit and receive any outside healing from overdrives, grenades or turrets User gets double armor and speed on activation Additional bonuses from defender/trickster/booster won't work and will disappear during OD activation Hunter Overdrive - Thunderstorm Upon activation will enters into Thunderstorm mode which will increases surviveability and all the stats of hunter. Occasionally attack enemies in radius, dealing chaos damage. Specifications Creates electic field which deals damage to random enemy in 30m radius once every 5s Damage of Thunderstorm: 1500 chaos type of DMG Protection: +25% including chaos dmg Bonus speed: +15 % Bonus armor: +30 % Bonus damage: +20 % Impact force: -30 % from enemies During Thunderstorm mode hunter hull will gain additinal Hull features Engineer bonus: Heals 500 HP when collecting supplies from map Lifeguard bonus: Protects the tank from destruction once (Health recovered: 1) Blaster bonus: 563-1125 chaos dmg upon death Mk1-Mk7 Grenadier bonus: Grenades reload without respawning Freeze/Burning resistance Duration: 30s Dictator Overdrive - Redistribution Specifications Boosts all allies OD charge by 20 % in 20m radius Decrease all enemies OD charge by 20 % in 20m radius Removes all enemy mines in 20m area Spawns 25 mines at random places in 20m area around tank Applies Stun,Jammer,Emp and AP status effect for 0,1s to all enemies in 20m radius Applies Polarizer status effect for 0,1s to all allies in 20m radius Heal all the allies Mk1-Mk7 500-1000 HP in 20m radius Damage all the enemies Mk1-Mk7 500-1000 HP in 20m radius The player who activated this Overdrive will receive 20 reputation points if sharing the overdrive with at least 1 ally. The player who activated this Overdrive will receive 20 reputation points if overdrive is applied at least at 1 enemy. Paladin Overdrive - Inert Field / Tempreature absorbing Field Creates tempreature absorbing field that absorb heat and cold from enviroment and transforms it to deal damage to all nearby enemies. Specifications User will gain Freeze/Burning immunity Provide Freeze and Burning Imunity to allied tanks Damage per tick (1/4 second): Mk1-Mk7 50HP -> 100HP Enemy in radius of inert field will randomly get either Freeze or Burning status effect applied +/-0.1 temp. every tick Duration - 20s Radius of effect - 30m Damage type: Chaos Titan Overdrive - Shield Fortification Upon activation Titan will gain additional Shield Fortification, absorbing all the impact force and greatly improving surviveability at the cost of decreased speed. Specifications Duration: 20s Protection against all type of damage including chaos damage: +75 % AP Immunity Slow passive healing: 200 Hp/s Speed reduction: -30 % Impact force: -100 % from enemies Mammoth Overdrive - Ice Age Tank heals instantly, increase speed and create freezing field around it, tank will also leaves freezing trail behind it that will slowly dissappear after 10s, gains chaos damage immunity. Specifications Duration: 15s Fully heals tank Acceleration and speed increase: +50 % Chaos damage reduction: +100 % Create freezing field around tank that will apply freezing status effect to all enemies in 30m radius Enemies in radius will get -0.2 temp/s Leaves freezing trail on ground that will disappear after 10s Enemies inside of freezing trail will get -0.2 temp/s When destroyed during active OD, it applies freeze status effect -1 temp. to all enemies in 60m range Freeze Immunity Ares Overdrive - Warp Cannon On activation shoots a very slow-moving plasma ball of dark-matter with the maximum range of 150m at the hostile target. On explosion will stun and damage all the enemiesin radius, creates supportive AoE which applies jammer status effect to all enemies who enter this area and teleports Ares user exactly into epicenter of explosion. Specifications Teleports and fully heals user in the epicenter of explosion Speed: 10 meters per second Maximum range: 150m Explosion damage: 1000 chaos type Explosion impact force: 150 Radius of explosion: 20m Stun radius: 20m Stun duration: 5s Temporary speed boost: +25 % Turning speed: +50 % Turning acceleration: +50 % Duration of speed/acceleration boosts 5s Short term spawn/teleport protection: 2s Dark-matter plasma ball can be detonated on will upon pressing OD button again Creates Jammer AoE from the epicenter of explosion, all enemies in radius will have jammer status effect applied Radius of jammer AoE: 20m Duration of jammer AoE: 10s I appreciate any feedback, I do know that this is peak no-life from my side, I worked on this for quite some time and I do have very slim hopes that devs will even consider to put any effort into creating new Overdrives. That's why I tried to link new ODs to resemble already existing ODs in-game mechanic so devs have already some foundation they can use. I tried to create each new OD to be somehow similar to old one (exceptions were made ofc) All this was created just from the passion to the game and big thank you to everyone who read whole topic.
  10. Yet another augment for firebird using new concept Firebird <<Reserve Fuel Tanks>> This augment uses two shoting modes. Primary Mode (Main Fuel Tanks) - Work same as normal firebird augment, you press attack key = shot fire and deal damage by using energy. Secondary Mode (Reserve fuel tanks) - Instead of waiting for energy regeneration without ability to deal damage this firebird augment would shot small flame that deals damage and burns enemies while energy is being regenerated to use again in primary mode (main fuel tanks). Its bascially form of "infinite" shoting but with disadvantages and involvement of strategic thinking into it. Advantages: all the values in brackets are for MK8 firebird Primary mode / Main Fuel Tanks Enemy Highlight Range: +20 % (36m) Range: +20 % (30m) Damage per tick: +15 % (345) Maximum Damage Range: +100 % (20m) Minimum Damage Range: +50 % (22,5m) Energy consumption (units/second): -25 % (250) 4s in total for Mk8 (normal firebird has 3s ) Secondary mode / Reserve Fuel Tanks Option to attack while energy bar is being regenerated Critical Chance +50 % (7,2 %) Disadvantages: When shoting in primary mode is interupted, either automatically from empty energy bar, manually at will or stun status effect, secondary mode take place Once Secondary mode is active it can't be manually interrupted and will ends only after energy bar is full. Secondary mode all nerfed stats are taken from base firebird not Primary Mode Enemy Highlight Range - 40 % (18m) Range -40 % (15m) base firebird range is 25m Damage per tick: -30 % (210) Cone Angle (deg): -50 % (10) Maximum Damage Range: -50 % (5m) Minimum Damage Range: -50 % (10m) Energy Regeneration / Charge (cond. units/s): -100 % (333) - 3s in total for Mk8 ( normal firebird has 1,5s reload Mk8 ) Heating rate: -90 %
  11. Firebird is the most neglected turret in this game, besides one obvious augment that could already exist (stable mix for firebird) I decided to suggest or at least put some ideas for devs to create some new augments using perhaps new concepts Firebird <<Dragon Breath>> This augment could be first firebird augment that have different mechanic implemented , there are two phases how this augment operate. First phase - breathe in (technical terminology could be called - heating) In this phase user would have to press/use attack key (simply attack) and "heat" his turret, depleting energy from energy bar, during this phase user would not deal any damage nor turret attack animation (fire coming out) would be visible. Second phase - breathe out (technical terminology - incineration) After releasing attack key, turret would unleash strong flame, dealing massive damage in larger area, the duration of this phase depends on how many energy was used in first phase. Maximum duration= maximum energy used in first phase. Energy is regenerated and when it reaches full energy bar phase 2 and basically full augment cycle is over. Advantages: Enemy Highlight Range: + 67 % (50m) Range: + 60 % (40m) Maximum Damage Range: + 100 % (20m) Minimum Damage Range: + 100 % (30m) Cone angle (deg) + 50 % (30) Damage per tick: + 50 % (450) Critical damage: + 100 % (770) Upper temperature limit: +1.00 Heating rate: +1.00 / tick Energy Regeneration: - 138 % (250 cond. units/s) (fully energy bar = 1000) phase two works automatically until energy bar is at full energy then phase two is over Disadvantages: Energy consumption in Heating phase - 50 % (167 cond. units/s) - Time to fully deplete energy bar and thus use maximum potential is phase two -> 6s Once heating phase (phase one) is interupted, either from total depletion of energy or from releasing attack key manually phase two will start automatically and will stop only after energy bar is at full energy again. There is possibility to add cooling down phase (third phase ) x second of waiting untill phase 1 can be initiated again (I would say 1 or 2s) but then I would reduce time to fully deplete energy bar in phase one to 5s
  12. Tekken

    Miner 2026

    5k contracts are meh but I have to give you a credit for this event, seem very good and event shop is very good !!! thank you tanki for giving us a good event for once
  13. Fair changes , want to see mechanic in battle to judge more
  14. @Opex-Rah Could you also disable/fix keyboard only control autoswitch when we press ESC or Enter to write something in chat? It forces my camera to rotate where my turret is, its not really helpfull and annoying when I want share quick piece of information with my teammates like "Nuclear box" or "Def flag" etc.. please
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