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De-crease recharge time of turret when Nitro is activated


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Hello,

 

 

Here is an idea for the nitro. When the nitro is activated, the hull's speed increases and the turret rotation (recently), right? So, how about, when the nitro is activated, the recharge time should decrease. If the nitro is finished and the turret is recharging, the recharge time'll be normal.

 

Recharge time when N20 activated.

 

M0 = Almost M1 recharge time

 

M1 = Almost M2 recharge time

 

M2= Almost M3 Recharge time

 

M3 = Almost M4 Recharge time.

 

 

Hope you love my idea.

 

 

Have a nice day!

 

 

~Flappy1233

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Hey! You can vote in the poll which was made by the developers as a way of getting feedback from us.

And your suggestion will affect the gameplay a lot. Microupgrading the parameter gives you a slightly less reload time, as you know. MUs cost a lot of crystals. Buying speed boost just costs 50 crystals and players will buy it to decrease their turret's reload time. This  will mess things up, don't you think so? :)

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Hey! You can vote in the poll which was made by the developers as a way of getting feedback from us.

And your suggestion will affect the gameplay a lot. Microupgrading the parameter gives you a slightly less reload time, as you know. MUs cost a lot of crystals. Buying speed boost just costs 50 crystals and players will buy it to decrease their turret's reload time. This  will mess things up, don't you think so? :)

And maybe increase it's price.

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And maybe increase it's price.

Well, if the price gets increased, the prices of other supplies will have to be increased too, and newbies will not be able to buy supplies, you know...

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Well, if the price gets increased, the prices of other supplies will have to be increased too, and newbies will not be able to buy supplies, you know...

increasing price would be helpful . its actually good. drugers will reduce . which mean game play would be more fun 

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There is no real test of such changes. So we should not change to many things at a short time.. before we don't know how the initial changes work out.

 

Lets wait how the new turret-update turns out in real battles.. after some weeks when we are acomodated to it.

So I'm not telling your idea is good or bad - I just ask to wait with the realization

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Interesting idea. I expect it'll speed up a lot of gameplay for Nitro druggers but I think Nitro's quite a powerful weapon as it is. I'd support a way to combine a Nitro tweak with a way to encourage more diverse battles. I'm not sure this is the way to do it.

 

I'd actually thought Rail needed a little tiny upgrade by reducing it's recharge time a tiny bit. But that was last week. This week Rail has been blowing holes in my D/L everywhere I go! I don't want Rail/Wasp running circles around me and also getting in that third shot to kill me before my Isida sucks them dead.

 

From now on I'll be calling Nitro druggers 'tweakers'!

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This idea will not be implemented into the game for a rather simple reason. Each of the supplies brings a certain unique characteristic to the game, though if the Speed Boost were to be given additional attributes, it would throw the entire system off. Each supply brings a certain special aspect to the table, and in some senses, Double Damage does what you are suggesting be added to the Speed Boost. I say this not in a literal sense, but rather that the hull is given a potential to move faster with one supply, and to be further protected by another supply, and the turret may even deal extra damage with an additional supply, but to give the one supply a greater advantage over the rest, and potentially over power the turret is not appropriate for the goal of balance that Tanki Online is attempting to achieve.

 

Closed.

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