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m3 alterations would be stuff like this

 

Fire(Nano Flamethrowers): Max heat and rate of heating recieves a massive 200% spike, while actual damage from the turret would be slashed, doing 99% less. Also, there would be less of a cone angle.(Good for kamikaze in CTF)

Completely underpowered. The alteration already increasing temp. limit by 150% and heating rate by 300%. However, I like the concept, just change the numbers a bit. ;)

 

Freeze(Icicle Storm): damage gets boosted by 50% and there is also penetration like the old freeze, but freeze effect is removed.(Gold Boxes. Need I say more?) Completely overpowered. We already have the Corrosive sublimate so I don't see much point.

 

Isida(Speedy Nanobots): Range gets multiplied by 2.5, but self healing is removed and team healing is lowered(good for healing from a distance)

Love this idea. :) I had a bunch of Isida alteration ideas myself a couple pages back, but increasing the range is definitely a good blueprint.

 

Twin(Nitro Processors): Fire rate gets a 200% buff, but bullets do less damage and less impact. Turning speed is also lowered.(*Ahem* Poly CP)

Great idea as well! However, even a buff of 100% would look like a complete OP hack, so impact and damage would have to be slashed.  However, I don't see much of the practical difference (in terms of usefulness) as opposed to the stock Twins.

 

Ricochet(Plasma Rifle): Bullets can move insanely fast and do more damage, but impact is removed.(Good for small maps)

Not sure...see, shot-delay is a disadvantage of the plasma turrets, and you can't nerf the impact of Ricochet in any way.

 

Hammer(Hydraulic Gears): Impact is buffed by 200%. However, there will only be 1 shot per clip. Also, the reload time will get decreased by 25%.(Good for crushing any gun with high DPS)

Complete troll. Light and Medium hulls would be basically like toys. However, increasing the impact of Hammer is a good starting point, just not by 200%.

 

Smoky(Tactical Sensors): Every shot is now a critical, but reload time will be increased by 3 seconds.(Long range fighting)

Tactical Sensors would be a great idea for my Smoky alteration... :ph34r:  As regards to this idea, this would basically be like a Shaft on permanent arcade mode.....no thanks. :P

 

Thunder(Extra Gun Powder): Shots do insane amount of splash damage(like range of isida), but impact is weakened a lot.(Good for hitting enemies while they are behind cover.)

I think for Thunder, impact and splash damage go hand-in-hand. I like to see alterations change the "character" of the turret, if you know what I mean. Maybe as a interesting downside, the tank taking the direct hit takes no damage?

 

Vulcan(Cooling Fluids): Heat effect is completely removed, but turret rotation speed while firing will get decreased. A lot.(Good for long range camping in a small team with no isidas)

Decreasing the while-firing rotation speed is complete overkill, but nerfing the self-heating is good... However, the M2 alteration kind of does that....

 

 

Striker(Delicate Tech): Lock on time is buffed by 100%, but bullets move 20% slower and turret rotation speed lowered by 30%.(Good for long range where turret rotation speed doesnt matter)(similar in job to vulcan's alteration)

Yes an alteration that makes the lock-on time less would be much appreciated. First of all, I should say that I think the lock-on time for a normal Striker should be slashed completely....Then, IMO a good Striker alteration would be one that:

-takes away the laser

-doubles required lock-on time

-has lock-on rockets that follow enemies around corners, etc.

-has arcade rockets that auto-aim a lot more

-decreases arcade rocket speed by quite a lot.

 

Railgun(Radioactive Shots): Bullets have a much wider area of auto aim and also that weird hitting glitch(you know when u shoot right next to a person, but it still hits) gets a boost in effective range. Damage is decreased.(good for large maps where its difficult to be accurate)

I don't think this fits quite with the character of Railgun, which is to be an accurate, straight, punch, but it's definitely a good idea. :)  How about increasing impact as well and damage, but drastically nerfing auto-aim?

 

Shaft(One Way Circuit): Arcade shot is completely removed, but sniping mode recieved a boost in all stats, including less reload, more damage, more impact, faster turret rotation speed,and a weak penetration ability.(Campers will love this)

Nice but too drastic and un-unique. I think that drastically nerfing arcade shots would be enough to compensate for the buffs in my idea, which was to give Shaft 3 shots without leaving scope mode, among a host of other changes.

 

I think these fit the mold that the devs said m3 alterations would be like  :D

 

There's so many good ideas it's too bad there's only 3 slots. I would like to see at least 10 slots for player-designed alterations and they could be tweaked based on general consensus.

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I have never experienced a Shaft without laser  :lol: that was before my time... I am here for around two years I think. ^_^

:lol: Seems like I am a good two-three years "older" than you...

 

Sway was the most aggravating thing when you tried to hit small parts of tanks that were showing, but hey, at least you could keep aiming for a long time and they wouldn't notice. :D

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:lol: Seems like I am a good two-three years "older" than you...

 

Sway was the most aggravating thing when you tried to hit small parts of tanks that were showing, but hey, at least you could keep aiming for a long time and they wouldn't notice. :D

:P

I guess I still had that most of the time when Shaft was my main turret -> massive lag, which seems to have the same effect   :D

Edited by Tani_S

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:P

I guess I still had that most of the time when Shaft was my main turret -> massive lag, which seems to have the same effect   :D

Actually, it was quite different. Lag is sort of "jerky" if you understand what I mean. :lol: The sway was much more "roundish" and wobbly. :P

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Fire(Nano Flamethrowers): Max heat and rate of heating recieves a massive 200% spike, while actual damage from the turret would be slashed, doing 99% less. Also, there would be less of a cone angle.(Good for kamikaze in CTF) Interesting concept, but it seem to overlap with Compact Tanks. I'm not sure if having two abilities boosting the heating would be a good idea or not.

 

Freeze(Icicle Storm): damage gets boosted by 50% and there is also penetration like the old freeze, but freeze effect is removed.(Gold Boxes. Need I say more?) This would make Corrosive Mix useless. The current trend with alterations is that the higher modification alterations are more powerful or change more than the M1 ones, but they do different things and don't render the earlier ones obsolete. I'd be fine with the penetration being added at the cost of another statistic.

 

Isida(Speedy Nanobots): Range gets multiplied by 2.5, but self healing is removed and team healing is lowered(good for healing from a distance) Let's do the math. M4 Isida's maximum range is 20 meters. 2.5 times that would be 50 meters. This is equal to the range of Hammer's maximum damage and is more than halfway into M4 Twin's maximum range. This is an insanely long range, and I'd start to classify Isida as a medium range weapon if this alteration was in the game. Isida's self healing is negligible enough that removing it wouldn't be a big loss if the range was extended this far, and team healing is completely moot in DMs. Besides, the team healing reduction wouldn't help you directly if you were being attacked by an Isida with this alteration, so in practice it would most likely be overpowered.

 

Twin(Nitro Processors): Fire rate gets a 200% buff, but bullets do less damage and less impact. Turning speed is also lowered.(*Ahem* Poly CP) Twins currently fires about 4 shots per second. A 200% buff would lead to about 12 projectiles being fired per second. I think that lag would be an issue at that point...

 

Ricochet(Plasma Rifle): Bullets can move insanely fast and do more damage, but impact is removed.(Good for small maps) For Ricochet, impact force isn't as important as projectile speed and damage. The benefits of this one would far outweigh the loss of impact force, and it overlaps with the M1 alteration somewhat.

 

Hammer(Hydraulic Gears): Impact is buffed by 200%. However, there will only be 1 shot per clip. Also, the reload time will get decreased by 25%.(Good for crushing any gun with high DPS) The massive increase in impact force would be great for parkour, but unless you plan on flipping your enemies, it would cut the damage by a lot. You'd end up with a turret that is fairly useless against heavy hulls and knocks light hulls off their treads. That's a hefty disruption to gameplay that would be either be super annoying or weak on the receiving end. Also, stacking this with the High Capacity Drum would negate the downsides and in fact negate the HCD's downsides.

 

Smoky(Tactical Sensors): Every shot is now a critical, but reload time will be increased by 3 seconds.(Long range fighting) This would make basically make Smoky a less effective Railgun. The M2 alteration already makes Smoky more powerful at a distance while not being totally weak up close, so it still remains distinct. Making it a sniper weapon would be too big of a change in my opinion, given that Smoky has been chiefly a medium range weapon throughout its time in the game.

 

Thunder(Extra Gun Powder): Shots do insane amount of splash damage(like range of isida), but impact is weakened a lot.(Good for hitting enemies while they are behind cover.) Removing the impact force does not balance the fact that you'd be making Thunder literally shoot nukes. You would barely have to aim at your opponents to hit them with this thing. I'd welcome an alteration increasing the explosion radius, but this would be too large of an increase and for too few drawbacks. It's already annoying to be hit with Thunder's splash damage when a teammate gets shot and you happen to be nearby; imagine that happening when you're merely in the same room as them.

 

Vulcan(Cooling Fluids): Heat effect is completely removed, but turret rotation speed while firing will get decreased. A lot.(Good for long range camping in a small team with no isidas) An interesting idea, but I wonder if stacking it with the M1 alteration would mitigate the downsides.

 

Striker(Delicate Tech): Lock on time is buffed by 100%, but bullets move 20% slower and turret rotation speed lowered by 30%.(Good for long range where turret rotation speed doesnt matter)(similar in job to vulcan's alteration) I'm not sure what you mean by "lock on time is buffed by 100%". The lock on time is 3 seconds at M4, so if I were to "buff" (decrease, since shorter time is better) it by 100%, it would have a lock on time of 0 seconds. Probably not what you meant. If you were thinking of halving the lock on time, that would be decreasing it by 50%. Anyway, this is an interesting idea, but keep in mind that the lock-on time is relatively long for balance purposes. If you make it too quick, it might be too strong even if the speed is reduced because the damage isn't affected. In fact, the slower speed might give the rockets more time to change course in flight because the angular velocity wouldn't be changed.

 

Railgun(Radioactive Shots): Bullets have a much wider area of auto aim and also that weird hitting glitch(you know when u shoot right next to a person, but it still hits) gets a boost in effective range. Damage is decreased.(good for large maps where its difficult to be accurate) Railgun is considered a weapon of high skill. This would make it a weapon of low skill. The hitting glitch you mention is a product of lag- if I'm lagging and your tank is still in my field of view when I shoot, the server will sometimes make the shot hit even if you're behind cover on your screen. This is not a feature and is something that shouldn't be in the game, so an alteration that makes it an actual feature wouldn't be a good idea.

 

Shaft(One Way Circuit): Arcade shot is completely removed, but sniping mode recieved a boost in all stats, including less reload, more damage, more impact, faster turret rotation speed,and a weak penetration ability.(Campers will love this)

I think you're overestimating the power of the arcade mode. While it is very useful (I use it all the time), if the sniping mode was buffed in all of those statistics, I wouldn't even need to shoot arcade shots. I could just quick-snipe my targets for much higher damage while only stopping movement for a second or two.

I'm seeing a lot of interesting ideas in here, it's just that I think a lot of them would be overpowered. I think the M3 alterations will be drastic changes to the turret, maybe adding new capabilities, but not at the cost of wrecking game balance. Or at least I hope they won't.

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railgun m3 alteration

 

 

removes the delay time before each shot and adds it to the reload time instead at the expense of less damage, less impact force and less penetrating power with less recoil.

 

 

basically turning it into a better short range fighter and harder to use at unlimited ranges

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I was gonna suggest that the alterations be customizable in stats by players, you can nerf all your stats all the way down if you like but you wont be able to buff them all the up.

 

 

but then it would make things a tad bit messy

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What does 'sway' mean in this context? I don't know this English word  :ph34r:

"Sway" in this case means the same fashion of sway in particular sniper rifle scopes in Call of Duty. Basically your aim actually moves around, making it hard or impossible to aim depending on our circumstances.

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Vulcan(Cooling Fluids): Heat effect is completely removed, but turret rotation speed while firing will get decreased. A lot.(Good for long range camping in a small team with no isidas) An interesting idea, but I wonder if stacking it with the M1 alteration would mitigate the downsides.

 

Fire(Nano Flamethrowers): Max heat and rate of heating recieves a massive 200% spike, while actual damage from the turret would be slashed, doing 99% less. Also, there would be less of a cone angle.(Good for kamikaze in CTF) Interesting concept, but it seem to overlap with Compact Tanks. I'm not sure if having two abilities boosting the heating would be a good idea or not.

 

Hammer(Hydraulic Gears): Impact is buffed by 200%. However, there will only be 1 shot per clip. Also, the reload time will get decreased by 25%.(Good for crushing any gun with high DPS) The massive increase in impact force would be great for parkour, but unless you plan on flipping your enemies, it would cut the damage by a lot. You'd end up with a turret that is fairly useless against heavy hulls and knocks light hulls off their treads. That's a hefty disruption to gameplay that would be either be super annoying or weak on the receiving end. Also, stacking this with the High Capacity Drum would negate the downsides and in fact negate the HCD's downsides.

 

Reply: ok yea maybe i forgot about the other alterations, but I kinda went crazy thinking up with these. You'll notice at the top, I put insane increases in percentages, while at the bottom, i was more vague. Thats cuz moving down, i realized how strong a 200% buff or a 3 second addition would mean. Some of them were exaggerations. :D 

As for the railgun glitch being a product of lag, it happens so often, I no longer consider it a product of lag. It is THE MOST annoying thing in XP/BP. I pull of a pro dodge to see the guy hit me anyway. :angry:

 

As for freeze's other stat removal, the winner is... turret rotation speed  ;)

 

I admit that thunder's is a little OP, but it would be fun to balance it but still keep the crazy explosion radius. Don't forget that big explosion radius=higher risk of self damage :D

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Possible alteration ideas?

 

Smoky: Bullet Feeder (Feeds ammunition directly into cannon chamber, reducing reload and decreasing damage. Counter for Twins and Vulcan, as DpS is increased slightly through reload buff.)

Reload: -30%

Damage: -30%

 

Thunder: Low Density Warheads (Decreases damage and impact force to increase range and lower reload. Good for long range encounters)

Damage: -30%

Impact Force: -50%

Range: +75%

Reload: -30%

 

Twins: High Density Plasma (Heavily increases damage at the cost of a reduced range and impact force. Good for short range encounters and flag defense when using heavy hulls)

Damage: +50%

Impact Force: -50%

Range: -70%

 

Ricochet: Vitamin C (Special chemical compound infused into plasma ammunition, slightly increasing damage, impact force, and range, at the cost of increased reload and and decreased projectile speed. {Reference to an achievement for obtaining an M3 Ricochet})

 

Damage: +20%

Impact Force: +20%

Range: +20%

Reload: +40%

Projectile Speed: -30%

 

Railgun: Rapid Charge Electromagnetic Propulsion (Decreases range of damage to increase reload significantly. Good for those who like to engage in short range skirmishes.)

 

Min Damage: -40%

Max Damage: -40%

Reload: +50%

Removal of pre-firing charge time.

 

Vulcan: Barrel Reinforcement (Removes overheating at the cost of decreased damage, impact force, rotation speed, and range. Good for those who have no issue with slow, low damage turrets.)

 

Removes overheating

Range: -30%

Impact force: -30%

Rotation Speed: -25%

Damage: -25%

 

Hammer: Rapid Automatic Loader (Removes magazine functionality to significantly increase reload, at the expense of a minor damage and impact force reduction. Good for Hammer users who feel the need for speed.)

 

Removes 3 shot magazine

Each shot takes the same amount of time to reload as the reload between shells does.

Damage: -20%

Impact Force: -20%

 

Isida: High Frequency Broadband (Increases damage and self healing rate at the cost of a minor increase in energy consumption rate and a minor healing rate decrease. Good for those who like to take Isida as an effective combat weapon.)

 

Damage: +20%

Self Heal Rate: +20%

Energy Consumption: +50%

Healing Rate: -15%

 

Firebird: Direct Fuel Injection (Significantly increases damage, after burn damage, and heating rate at the cost of decreased range, rotation speed, and increased energy consumption. Good for those who want to watch their enemies burn.)

 

Damage: +50%

Afterburn Damage: +50%

Heating Rate: +100%

Rotation Speed: -30%

Range: -30%

Energy Consumption: +100%

 

Freeze: High Power Fan (Increases duration of the freezing effect at the cost of damage, range, and freezing rate. Good for users who need to keep their targets on ice for long periods of time.)

 

Freeze Effect Duration: +100%

Damage: -30%

Range: -30%

Freezing Rate: -50%

 

Striker: Delicate Microelectronics (Increases rate at which lock can occur at the cost of decreased damage, and increased reload. Good for users who need rapid ordinance strikes.)

 

Lock on Rate: +50%

Damage: -30%

Reload: +30%

 

Let me know what you all think of this set of alterations. I hope that these are added as mainly M2 alterations.

Edited by GunslingerMongoose
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Possible alteration ideas?

 

Smoky: Bullet Feeder (Feeds ammunition directly into cannon chamber, reducing reload and decreasing damage. Counter for Twins and Vulcan, as DpS is increased slightly through reload buff.)

Reload: -30%

Damage: -30%

 

Thunder: Low Density Warheads (Decreases damage and impact force to increase range and lower reload. Good for long range encounters)

Damage: -30%

Impact Force: -50%

Range: +75%

Reload: -30%

 

Twins: High Density Plasma (Heavily increases damage at the cost of a reduced range and impact force. Good for short range encounters and flag defense when using heavy hulls)

Damage: +50%

Impact Force: -50%

Range: -70%

 

Ricochet: Vitamin C (Special chemical compound infused into plasma ammunition, slightly increasing damage, impact force, and range, at the cost of increased reload and and decreased projectile speed. {Reference to an achievement for obtaining an M3 Ricochet})

 

Damage: +20%

Impact Force: +20%

Range: +20%

Reload: +40%

Projectile Speed: -30%

 

Railgun: Rapid Charge Electromagnetic Propulsion (Decreases range of damage to increase reload significantly. Good for those who like to engage in short range skirmishes.)

 

Min Damage: -40%

Max Damage: -40%

Reload: +20%

Removal of pre-firing charge time.

 

Vulcan: Barrel Reinforcement (Removes overheating at the cost of decreased damage, impact force, rotation speed, and range. Good for those who have no issue with slow, low damage turrets.)

 

Removes overheating

Range: -30%

Impact force: -30%

Rotation Speed: -25%

Damage: -25%

 

Hammer: Rapid Automatic Loader (Removes magazine functionality to significantly increase reload, at the expense of a minor damage and impact force reduction. Good for Hammer users who feel the need for speed.)

 

Removes 3 shot magazine

Damage: -20%

Impact Force: -20%

 

Isida: High Frequency Broadband (Increases damage and self healing rate at the cost of a minor increase in energy consumption rate and a minor healing rate decrease. Good for those who like to take Isida as an effective combat weapon.)

 

Damage: +20%

Self Heal Rate: +20%

Energy Consumption: +50%

Healing Rate: -15%

 

Firebird: Direct Fuel Injection (Significantly increases damage, after burn damage, and heating rate at the cost of decreased range, rotation speed, and increased energy consumption. Good for those who want to watch their enemies burn.)

 

Damage: +50%

Afterburn Damage: +50%

Heating Rate: +100%

Rotation Speed: -30%

Range: -30%

Energy Consumption: +100%

 

Freeze: High Power Fan (Increases duration of the freezing effect at the cost of damage, range, and freezing rate. Good for users who need to keep their targets on ice for long periods of time.)

 

Freeze Effect Duration: +100%

Damage: -30%

Range: -30%

Freezing Rate: -50%

 

Striker: Delicate Microelectronics (Increases rate at which lock can occur at the cost of decreased damage, and increased reload. Good for users who need rapid ordinance strikes.)

 

Lock on Rate: +50%

Damage: -30%

Reload: +30%

 

Let me know what you all think of this set of alterations. I hope that these are added as mainly M2 alterations.

Wow these are actually great except the vulcan one.Thta one is horrible and no one would buy it unless your a wasp/vulcan user. :lol:

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Wow these are actually great except the vulcan one.Thta one is horrible and no one would buy it unless your a wasp/vulcan user. :lol:

That's why the suggestvie description says that it's only good for people who don't mind slow turning, low damage turrets, (i.e Wasp users because only they're faster enough to truly abuse the no-overheat bonus.)

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Hammer - High Power Buckshot (Entirely removes pellet spread for one large slug to increase impact force, but at the cost of reload time and increases turret turning speed)

 

Damage - No change

Reload - +10% (No change to full clip reload)

Impact force - +25%

Turret turn speed - +10%

Removes pellet spread for one slug to significantly increase impact force to knock medium hulls off aim and potentially flip them when airborne.

Edited by Epic_Space_Mango18

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Thunder-highly explosive shots.(The area of splash damage is doubled and damage is slightly increased at the cost of everything else.)

 

Damage - +5%

Area of splash damage - +100%

All other stats are reduced to M0 level.

 

 

(this seems OP but I've never played with thunder so wouldn't know)

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Thunder-highly explosive shots.(The area of splash damage is doubled and damage is slightly increased at the cost of everything else.)

 

Damage - +5%

Area of splash damage - +100%

All other stats are reduced to M0 level.

 

 

(this seems OP but I've never played with thunder so wouldn't know)

Let me sum it up.

 

Thunder with this alt = suicide

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Hammer - High Power Buckshot (Entirely removes pellet spread for one large slug to increase impact force, but at the cost of reload time and increases turret turning speed)

 

Damage - No change

Reload - +20% (No change to full clip reload)

Impact force - +40*%

Turret turn speed - -*10%

Removes pellet spread for one slug to significantly increase impact force to knock medium hulls of aim and potentially flip them when airborne.

* marks a personal opinion change. When you say "significant" the buff needs to be massive, in this case a buff of 40-50% extra impact force, because you're firing one solid slug instead of many little pellets. Also, because of the way slugs work, this would also logically increase Hammer's range of max damage, don't you think? So instead, it would be like this:

 

Hammer: High Power Buckshot (Removes pellet spread and replaces it with a solid slug, significantly increasing impact force, and also increasing range, at the cost of an increased reload between shots and a decreased rotation speed. Good for those who want some extra bang for their buck {Pun NOT intended})

 

Reload: +20%

Rotation: -20%

Impact Force: +40%

Range: +20%

Removes pellets and replaces shots with slug ammo.

Edited by GunslingerMongoose

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Let me sum it up.

 

Thunder with this alt = suicide

Actually, thunder with an alteration like this would mean you would basically need to be a highly skilled user with intimate knowledge of splash damage mechanics, range mechanics, and understanding your approximate range to the target in meters (Because TO is a Russian game, so they measure range, impact force, distances, etc. in metric units {That's why my older turret ideas have metric values instead of US system})

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Actually, thunder with an alteration like this would mean you would basically need to be a highly skilled user with intimate knowledge of splash damage mechanics, range mechanics, and understanding your approximate range to the target in meters (Because TO is a Russian game, so they measure range, impact force, distances, etc. in metric units {That's why my older turret ideas have metric values instead of US system})

Did you see my idea for hammer?

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Did you see my idea for hammer?

Ja, I replied to it with a suggestion and minor improvements :D

Btw, what did you think of my unfortunate wall of alteration ideas? Some of them may be a little under-powered but I can almost guarantee none of them are OP.

Edited by GunslingerMongoose

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Vulcan-I don't know what to call this one(Damage is increased but overheat starts instantly)

 

Damage - +50%

Overheat starts instantly.

Edited by Mr.Jellie

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Vulcan-I don't know what to call this one(Damage is increased but overheat starts instantly)

 

Damage - +50%

Time to overheat - -100%

should be a plus for overheat but leave it read. You're increasing how fast overheat starts plus 100 percent is wrong. you're just halving the time it takes to over heat. You can halve something as much as you want but will NEVER reach 0

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Vulcan-I don't know what to call this one(Damage is increased but overheat starts instantly)

 

Damage - +50%

Time to overheat - -100%

That would be OP in the sense that you get a massive buff at no significant cost... If the overheating stayed but the maximum achievable temperature, overheating damage, and overheating rate were increased instead, then it would be somewhat more balanced. As for a name.... ah, well I'm stumped.

 

Vulcan: No current name

 

Damage: +50%

Temperature Increase: +100%

Overheat Damage: +50%

Overheat Rate: +50%

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That would be OP in the sense that you get a massive buff at no significant cost... If the overheating stayed but the maximum achievable temperature, overheating damage, and overheating rate were increased instead, then it would be somewhat more balanced. As for a name.... ah, well I'm stumped.

 

Vulcan: No current name

 

Damage: +50%

Temperature Increase: +100%

Overheat Damage: +50%

Overheat Rate: +50%

Tis alteration in short is dumb. Normally with a minigun you want to be able to rain non stop bullets onto your enemy. Wit this you turn a minigun into a burst rifle :lol:

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Tis alteration in short is dumb. Normally with a minigun you want to be able to rain non stop bullets onto your enemy. Wit this you turn a minigun into a burst rifle :lol:

-_-

There's a burst rifle and then there's a burst rifle. This is the first. It's an alteration that increases you damage but balances that buff by making the weapon evenly deadly to use for the user.

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