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Torsken

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  1. How to balance all the Phoenix augments without making them overpowered: General: All turrets: +30% Reputation points gain Optional: +25–30% critical hit chance (This overall nerfs more turrets than it buffs) Melee Range Turrets: Freeze: +20% range, +20% damage Firebird: +20% range, +20% damage Isida: +20% range, +20% damage Tesla: +20% range, +20% damage Alternative: Swap damage buff with -10% reload (shot + ball) Short to Medium Range Turrets: Hammer: -20% shot reload, -20% clip reload Twins: -20% reload, +20% projectile speed, +20% range Ricochet: -20% shot reload, +20% energy production Vulcan: -20% reload, +20% projectile speed, +20% range Smoky: -10% reload, +20% projectile speed, +20% range Thunder: -20% reload, +20% projectile speed, +20% range Guided/Long range Turrets: Striker: -20% lock-on time, -20% shot & salvo reload Scorpion: -20% lock-on time, -20% shot & missile reload Magnum: -20% reload, -20% time to full charge Railgun: -20% reload, -20% warmup time Gauss: -20% lock-on time, -20% shot & salvo reload Shaft: -20% time to max snipe damage, -20% arcade & snipe shot reload Final Thoughts: Most pay-to-win augments (like Excelsior) would still outperform these. Also, once the older Phoenix augments are reworked into new augments they would probably outperform the new ones aswell. I believe this would be a fair approach, but I’d love to hear others’ opinions as well.
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