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Debuff effect on Tanks


TheCongoSpider

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I've had this idea for a while (around August last year).I realised it may have been too complicated to put onto the general public or too hard to balance evenly between turrets and their alterations, so I kept it to myself. I think I'll share what the idea was now.  This status effect applies to the Stock turrets. 

 

The status effect is called 'Struggle". These apply to the Stock turrets and they act differently for each turret as they all have differing mechanics. The simplest way to explain it is a limited-time debuff to the turret (about 1 minute or 40 seconds). Here is what I had for each turret (revised for the balance changes that happened after the idea spawned):

 

Firebird's Struggle - Decreases the maximum temperature limit by 20%.

                                Decreases the ignition rate by 20%.

                                Increase the energy consumption from 200 eng/sec to 250 eng/sec. 

 

Freeze's Struggle - Decreases the freezing level of turret to 10%.

                               Decreases the freezing level of hull to 40%.

                               Increases energy consumption from 142 eng/sec to 166 eng/sec. 

 

Isida's Struggle - Decreases HP heal/sec by 25%

                            Increases energy consumption when attacking from 166 eng/sec to 222 eng/sec.

                            Increases energy consumption when healing from 80 eng/sec to 100 eng/sec. 

 

Twins' Struggle - Decreases projectile speed by 10% 

                           Decreases projectile impact force by 20% 

 

Ricochet's Struggle - Decreases projectile speed by 20% 

                                  Increases energy consumption for each projectile by 25%

 

Hammer' Struggle -  Increases horizontal projectile spread by 75%

                                 Clip reload time increased by 15% 

 

Smoky's Struggle - Decreases initial critical chance from 0% to -20.0% 

                               Decreases critical chance by 30%

 

Thunder's Struggle - Decreases maximum, average and minimum splash damage radius from 1,5,12 to 1,3,9 respectively. 

                                  Decreases projectile speed by 15% 

 

Vulcan's Struggle - Increases barrel spin-up time by 1 second.

                               Increases barrel spin-down time by 0.5 seconds. 

                               Decreases overheat resistance by 25%

 

Striker's Struggle - Increases shell acceleration time to 4 seconds 

                              Decreases maximum projectile speed by 20%

 

Railgun's Struggle - Increases shot delay by 15%

                                Decreases penetrating power by 20%. 

                                Decreases impact force by 15% 

 

Magnum's Struggle - Increases amplification time to 4 seconds.

                                  Decreases maximum, average and minimum splash damage range from 1/6/21 to 1/4/15 respectively.

                                  Increases projectile gravitation by 20%.

 

Shaft's Struggle - Decreases energy consumption in sniping mode by 20% .

                             Increases energy consumption for arcade shots by 40%.

                             Decreases transparent bushes radius by 25% 

 

Gauss' Struggle - Decreases aiming recovery time to 1 second. 

                            Decreases maximum, average and minimum splash damage range from 2,12,20 to 1,9,15.

                            Acquisition time increased by 10%. 

 

The numbers was more around its effects on M3/4 modifications of the turrets. As for what would trigger the status, it is uncertain. it was initially going to be happening to solely Vikings after they use their Overdrives. Their damage increase during the Overdrive would be higher than it is now, at the expense of decreased efficiency afterwards. Decided to scrap that and say that it may be applied to a player or players of someone's choice on the enemy team. Most probably for the losing team. (must be losing by at least 40% score for the supply box (or whatever it would be) to spawn or drop.

 

I don't expect this to be put under review. Having a pure detriment of any kind with no benefit these days wouldn't be favourable in MM. But it's nice to think about.                                                                                                

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Under Review,

Valid

lazy readers: A debuff of turrets after a certain trigger( could be after spawning/After Using OD etc)

What exactly do you mean by, 'These apply to stock turrets'?

Quite an interesting idea you got these, since players have the option of using an OD, hulls/turrets could also come with a def-buff or some sort.

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6 minutes ago, Pepsi_Man said:

Would be funny if this debuff droped from the sky as a weird box or something, and you need to avoid it, the oposite of a gold box, basically.

Could be thing, but doubt any one would pick it haha!

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37 minutes ago, Thiedes said:

What exactly do you mean by, 'These apply to stock turrets'?

The idea was for the debuffs to be applied to the Stock versions of the turrets' parameters. Alterations change a lot of these parameters or introduce new ones, so trying to tailor this for alterations as well would be chaos. The effects listed are what would happen if the Stock versions of the turret got the debuff. 

Basically, try to imagine current Tanki without the existence of alterations and then apply this idea.

 

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I don’t understand.  You want to temporarily nerf stock turrets in a match? Why? Won’t that make alterations stronger? 

Or do you mean nerf the stock turrets, then adding alterations, which leads to all turrets and alterations being nerfed? Are you trying to increase the TTK?

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4 minutes ago, At_Shin said:

 

Hey!, as you suggested in your idea, the tank would be under a effect such that when it tries to move it damages it self. Thus being a Debuff, more over the main idea in this thread are of debuff effects of tanks after they respawn.

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