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[Declined] Add M0-M3 options for supplies


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My idea is simple. There should be M0s to M3s in supplies seeing as now almost everything has a specific modification. Each modification of supplies should have a different cost and each modification becomes stronger and significantly enhances your Tanks power.

M0s should cost 50 crys each and repair 150 crys and they have the exact same power as the current supplies in the garage.

M1s should be slightly stronger and cost 1000 and repair 1500. The power of these supplies should be different and more powerful.

The armour should hold 50% of protection against all turrets and should stay for 30 seconds longer than the M0 version before wearing off.

The double damage should do 50% of damage against all Tanks and should take 30 seconds longer than the M0 version before wearing off.

The speed boost should increase the Tanks speed by 30% and should stay for 30 seconds longer than the M0 version.

The mine should do 40% more damage to all Tanks and its cool down should be 20 seconds cool down time.

The repair kit's healing power should stay the same but its cool down time should turn to 25 seconds.

 

​The M2s should cost 2500 and repair 3000

​The Armour should hold 60% of protection against all Turrets and should stay for 30 seconds longer than the M1 version and have 10 seconds for cool downs.

​The double damage should do 60% of damage against all Tanks and should stay 30 seconds longer than the M1 version. Its cool down time should be 10 seconds.

​The speed boost should increase the Tanks speed by 40% and stay for 30 seconds longer than the M1 version.

​The mine should do 50% of damage to all Tanks including those who have armour. Its cool down time should be 15 seconds.

​The repair kit should heal you automatically if you take damage below 50%. Its cool down time should be 20 seconds.

 

​The M3s should cost 4000 crystals and repair 4500

​The Armour should hold 70% of protection against all turrets and should stay 30 seconds longer than the M2 version. Its cool down time should be 5 seconds.

​The double damage should do 70% of damage to all Tanks and should stay for 30 seconds longer than the M2 version. Its cool down time should be  5 seconds.

​The speed boost should increase the Tanks speed by 50% and stay 30 seconds longer than the M2 version.

​The mine should do 60% of damage to all Tanks including those with armour. Its cool down time should be 10 seconds.

​The repair kit should automatically heal you if you take damage below 60%. Its cool down time should be 15 seconds.

 

​The XT M3s should cost 20 000 crystals each including repair.

​The Armour should hold 95% of protection against all turrets and should stay for 1 minute. Its cool down time should be 30 seconds

​The double damage should do 95% of damage to all Tanks and should stay for 1 minute. Its cool down time should be 30 seconds.

​The speed boost should increase your Tanks speed by 60% and make you invisible until the speed boost wears off (which is 1 minute) or until an enemy injures you or until you take enemy flag/capture points.

​The mine should kill anyone including those with mine protection and those who have armour that is not XT. It should not have a cool down time.

​The repair kit should make you invincible for 1 minute. Its cool down time should be 2 minutes.

 

The prices should keep the game in balance and will make supplies more fun for everyone. No more people calling everyone ''druggers'' cause now the cheap supplies will be easy for everyone to access and the stronger supplies will only be acquired by the stronger players. This should bring more skill into supplies. Like if you agree with this idea :)

 

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Declined

 

 stronger supplies will only be acquired by the stronger players.

I think the word you're looking for is "richer".
You want a pay-to-win game? Because that's how you get a pay-to-win game.

 


I actually somewhat like the idea if having M0-M3 grades for supplies, but you need to change it to better fit the gameplay and not completely destroy balance (i.e. the M3 supplies should not be expensive or OP, and no XTs). If you do decide to submit a modified version, please post it in a new topic and we'll consider it.

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m0 is 0.75 from current mine, 

m0->m1 is the same as current mine

m1->m2 increases max damage by 50 and decreases min damage by 25 hitpoints

m2->m3 increases max damage by 50 hp and decreases min damage by 25 hp.

XT(m0,m1,m2,m3) mines has MU's wich you can change. Lets say splash damage, Impact force, Placing time, Visibility and other things what might help mines to get seen more in battlefield.

A lot of tankers hate runing in minefield but i actualy enjoy it cuz there isnt much battles where someone is using mines to defend and noone is expecting mines to be there anymore.

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