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Ideas for Augments!


Maf
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Hi! I was thinking about the recent balance changes to hulls (3 classes of hp, lights are slower and heavies are faster, mediums got more “squished” together) and I realize that this change wasn’t that bad. However, there are some downsides, and many members of the community have asked for more diversity in hulls.  As we all know, diversity in equipment makes any game more fun, not just TO.    

 

In this idea, I came up with certain hull alterations to make gameplay more unique. Rather than adding a new hull/hulls, which isn’t necessary, the game can be made much more enjoyable with just a set of hull alterations, 1 per each hull. Nothing too complicated.  These would be M1 alterations so they would cost 50k, which is not too expensive but expensive enough so that most players would be using the stock version of the hull. I know the devs aren’t considering implementing hull alterations but I really think these would benefit the game, devs, and players alike, without much drawbacks. :) I seriously think this has the merit to be added to the game, so mods, please don’t decline it for the simple reason that “devs aren’t considering hull alterations”. Thanks. :)

 

 

I realized there were several purposes for making the hulls less varied (and a lot of them I agree with).

 

1. Promoting the use of more Speed Boosts.   Many high-ranked players had thousands upon thousands of unused speed boosts in their garage because it simply wasn’t effective or important enough. So the TO developers decided to make the Speed Boost 40% instead of 30%. However, they realized (correctly) that the light hulls (especially Hornet) would be near uncontrollable with Speed Boost unless a very experienced player was steering.  So, they decided to make light hulls slower to compensate for this. However, it’s interesting to note that light hulls today with speed boost are faster than light hulls two months ago with speed boost.  But some players (particularly xp/bp players who enjoy drugs-off matches) complained that they were too slow and not agile enough, meaning that dodging and escaping easily (the talent of light hulls that allow them to survive) wasn’t possible. Coupled with railgun’s faster reloading and the ability to two-shot a light hull, it became very hard to cross any stretch of open ground without dying. Wasp players in particular (who had gotten the hull for it’s speed and didn’t care about armor at all) complained. 

 

2. Making Heavy Hulls less indestructible in small maps, especially when drugging.

 

 

3. Making hulls more versatile so that you saw more diversity in maps and hulls there. Taking the battle button and random generation in maps into account, we see now that wasp players don’t have to play Monte Carlo and Titan Players don’t have to play Noise. With the faster heavies and more armored lights they can play in a wider range of maps effectively. Lights now have a better chance in Polygon and Heavies now have a better chance in Kungur. This was a very important and well thought-out part of the update, and it was a great decision.

 

 

But how do we reconcile points 1 and 3? Light hulls are already rare enough at Legend.  Do we go for hull versatility (lights join small maps more often and heavies join larger maps more often) or those players who don’t care about armor at all and would sacrifice it for speed (xp/bp players as well)/? Both have their reasons.. 

 

 

Here are the hull alterations that satisfy that minority of players who like an extreme option (speed or armor) or just want to see more variety between classes. This gives players more options to customize their hull to their preferences (ex “I want more power and acceleration but I don’t care about weight or turning speed”). Where the exact percentage is not specified, that indicates that the parameter change can be adjusted for balance. :)

 

 

Wasp:  Many players bought wasp for its excellent turning ability, small size (turret position) or speed.  It was the perfect stealth hull for getting to enemy lines undetected.  Now, Wasp feels sluggish, slow in responding, and takes a while to accelerate and turn, frustrating many wasp players who wanted their maneuverability back.  The alteration for Wasp would:

-Decrease hp by 10%

-Increase forward/backward acceleration 

-Increase Reverse Acceleration (braking) by 30%.

-Decrease Weight by 9% (to a point where the current wasp is halfway between hornet and wasp alteration)

-Increase Speed by 8% (back to old speed)

-Increase turning acceleration (but not turning speed)

 

 

This alteration would make wasp lighter and more fragile, but faster and have better control.

 

 

Hornet: Many hornet players liked the epic drift and good acceleration of the hornet, and wanted a light hull with more hp and stability than Wasp,

-Increase hp by 10%

-Increase weight by 9% (halfway between hornet and viking)

-Decrease Lateral Acceleration (basically the tank will drift a lot more)

-Decrease anti-inertial turning acceleration (means harder to turn in another direction when you are turning in one direction)

-Decrease reverse acceleration (harder to stop).

-Decrease Speed by 4% 

-Increase Acceleration

-Decrease Pushing Power

 

 

This alteration would give hornet a very “slidey” feel, like driving over ice, and also make it slower. However, it would give more hp and stability, in addition to better acceleration.

 

 

Viking: Viking players chose Viking for it’s stability and versatility. I am not suggesting to reverse the update, but a decent alteration could be:

-Increase Weight by 24% (becomes more stable than stock Dictator)

-Increase hp by 9%

-Increase Lateral Acceleration by 27%

-Decrease Acceleration by 10%

-Decrease Reverse Acceleration by 10% (M4)

-Decrease Turning Speed by 15%

-Decrease turning acceleration by 20%

-Decrease anti-inertial turning acceleration

 

This alteration would make Viking harder to control, harder to stop and go the other way. (sideways or backward), and harder to accelerate from position to position.  However, it would have more hp and weight in addition to much less drift. It might sound a bit OP but IMO Viking does need a little buff at the highest ranks.

 

 

Hunter: The Hunter players wanted a fast, relatively stable and strong (-er than lights at least) hull for aggressive attacking. (Hunter players, correct me if i’m wrong. :P)

-Decrease hp by 9%

-Increase Top Speed by 10%

-Decrease Lateral Acceleration

-Increase Acceleration

-Decrease Reverse Acceleration -20%

 

 

This alteration turns Hunter into a fast, tough, hard-hitting hull that has a lot of power. Watch out though, because it may be hard to stop. ;)

 

 

Dictator: players wanted a hull that had enough hp to last long in Firefights but enough speed to get from place to place on larger maps, among other things.

-Increase hp by 18%

-Decrease weight by 10%

-Decrease speed by 6%

 

 

This alteration would give Dictator players a larger pool of hp (in accordance with the hull’s physical size) but make it slower and easier to knock off aim/flip.

 

 

Titan: The titan alteration is unique. It is for those who want the hp of a heavy hull but enough speed to get to the front lines of battle. Weight is decreased because the hull has to be lighter to be faster. :P In all seriousness though, I decided that the hull overall should have a “lighter” feel while keeping its large amount of health.

-Increase speed by 8%

-Decrease weight by -8%

-Decrease anti-inertial turning acceleration by 5%

-Decrease Reverse acceleration by 5%

 

 

This makes Titan a beast, making it faster and lets it keep the same amount of hp. However, the decreased weight means you will have to be careful about aiming. 

 

 

Mammoth: Mammoth players got Mammoth for its hp. Mammoth got a dramatic cut of 500 hp. While I do not want to give this amount back, a compromise is needed. This alteration gives Mammoth a boost in hp to a point where it has about in-between the previous amount of Titan and Mammoth.  It is a simple alteration, trading hp for speed to please those players that want to be as invincible as possible.

 

-Decrease speed by 8%

-Increase hp by 8%

-Decrease acceleration by 5% (to go with “heavier” feel.)

 

 

This alteration would be much better for small maps or large ones where there are convenient sniping positions. 

 

 

Included percentages aren’t random, they are carefully thought out and I placed them quite equally across the spectrum for each characteristic, taking into account the gap between classes. I also could have included some cool names for them but that isn’t necessary IMO. :) Third, I didn’t just randomly decide to tweak some characteristics I thought were wrong. I considered what each stock hull can do, and carefully planned out what the gameplay for the alteration should “feel” like.

 

 

These alterations would be available from the rank of Legend for 50k. However, you would be able to purchase them for real money from Master Sergeant.  This also gives players something to look forward to when getting to Legend. IMO these alterations give big changes, so it makes sense that they would only be available for legend players.

 

 

Thanks for reading, I know it was a long read. :lol: Like this if you think I should be a TO developer! ;)

 

 

 

 

 

 

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Hi! I was thinking about the recent balance changes to hulls (3 classes of hp, lights are slower and heavies are faster, mediums got more “squished” together) and I realize that this change wasn’t that bad. However, there are some downsides, and many members of the community have asked for more diversity in hulls.  As we all know, diversity in equipment makes any game more fun, not just TO.    

 
In this idea, I came up with certain hull alterations to make gameplay more unique. Rather than adding a new hull/hulls, which isn’t necessary, the game can be made much more enjoyable with just a set of hull alterations, 1 per each hull. Nothing too complicated.  These would be M1 alterations so they would cost 50k, which is not too expensive but expensive enough so that most players would be using the stock version of the hull. I know the devs aren’t considering implementing hull alterations but I really think these would benefit the game, devs, and players alike, without much drawbacks. :) I seriously think this has the merit to be added to the game, so mods, please don’t decline it for the simple reason that “devs aren’t considering hull alterations”. Thanks. :)
 
 
I realized there were several purposes for making the hulls less varied (and a lot of them I agree with).
 
1. Promoting the use of more Speed Boosts.   Many high-ranked players had thousands upon thousands of unused speed boosts in their garage because it simply wasn’t effective or important enough. So the TO developers decided to make the Speed Boost 40% instead of 30%. However, they realized (correctly) that the light hulls (especially Hornet) would be near uncontrollable with Speed Boost unless a very experienced player was steering.  So, they decided to make light hulls slower to compensate for this. However, it’s interesting to note that light hulls today with speed boost are faster than light hulls two months ago with speed boost.  But some players (particularly xp/bp players who enjoy drugs-off matches) complained that they were too slow and not agile enough, meaning that dodging and escaping easily (the talent of light hulls that allow them to survive) wasn’t possible. Coupled with railgun’s faster reloading and the ability to two-shot a light hull, it became very hard to cross any stretch of open ground without dying. Wasp players in particular (who had gotten the hull for it’s speed and didn’t care about armor at all) complained. 
 
2. Making Heavy Hulls less indestructible in small maps, especially when drugging.
 
 
3. Making hulls more versatile so that you saw more diversity in maps and hulls there. Taking the battle button and random generation in maps into account, we see now that wasp players don’t have to play Monte Carlo and Titan Players don’t have to play Noise. With the faster heavies and more armored lights they can play in a wider range of maps effectively. Lights now have a better chance in Polygon and Heavies now have a better chance in Kungur. This was a very important and well thought-out part of the update, and it was a great decision.
 
 
But how do we reconcile points 1 and 3? Light hulls are already rare enough at Legend.  Do we go for hull versatility (lights join small maps more often and heavies join larger maps more often) or those players who don’t care about armor at all and would sacrifice it for speed (xp/bp players as well)/? Both have their reasons.. 
 
 
Here are the hull alterations that satisfy that minority of players who like an extreme option (speed or armor) or just want to see more variety between classes. This gives players more options to customize their hull to their preferences (ex “I want more power and acceleration but I don’t care about weight or turning speed”). Where the exact percentage is not specified, that indicates that the parameter change can be adjusted for balance. :)
 
 
Wasp:  Many players bought wasp for its excellent turning ability, small size (turret position) or speed.  It was the perfect stealth hull for getting to enemy lines undetected.  Now, Wasp feels sluggish, slow in responding, and takes a while to accelerate and turn, frustrating many wasp players who wanted their maneuverability back.  The alteration for Wasp would:
-Decrease hp by 10%
-Increase forward/backward acceleration 
-Increase Reverse Acceleration (braking) by 30%.
-Decrease Weight by 9% (to a point where the current wasp is halfway between hornet and wasp alteration)
-Increase Speed by 8% (back to old speed)
-Increase turning acceleration (but not turning speed)
 
 
This alteration would make wasp lighter and more fragile, but faster and have better control.
 
 
Hornet: Many hornet players liked the epic drift and good acceleration of the hornet, and wanted a light hull with more hp and stability than Wasp,
-Increase hp by 10%
-Increase weight by 9% (halfway between hornet and viking)
-Decrease Lateral Acceleration (basically the tank will drift a lot more)
-Decrease anti-inertial turning acceleration (means harder to turn in another direction when you are turning in one direction)
-Decrease reverse acceleration (harder to stop).
-Decrease Speed by 4% 
-Increase Acceleration
-Decrease Pushing Power
 
 
This alteration would give hornet a very “slidey” feel, like driving over ice, and also make it slower. However, it would give more hp and stability, in addition to better acceleration.
 
 
Viking: Viking players chose Viking for it’s stability and versatility. I am not suggesting to reverse the update, but a decent alteration could be:
-Increase Weight by 24% (becomes more stable than stock Dictator)
-Increase hp by 9%
-Increase Lateral Acceleration by 27%
-Decrease Acceleration by 10%
-Decrease Reverse Acceleration by 10% (M4)
-Decrease Turning Speed by 15%
-Decrease turning acceleration by 20%
-Decrease anti-inertial turning acceleration
 
This alteration would make Viking harder to control, harder to stop and go the other way. (sideways or backward), and harder to accelerate from position to position.  However, it would have more hp and weight in addition to much less drift. It might sound a bit OP but IMO Viking does need a little buff at the highest ranks.
 
 
Hunter: The Hunter players wanted a fast, relatively stable and strong (-er than lights at least) hull for aggressive attacking. (Hunter players, correct me if i’m wrong. :P)
-Decrease hp by 9%
-Increase Top Speed by 10%
-Decrease Lateral Acceleration
-Increase Acceleration
-Decrease Reverse Acceleration -20%
 
 
This alteration turns Hunter into a fast, tough, hard-hitting hull that has a lot of power. Watch out though, because it may be hard to stop. ;)
 
 
Dictator: players wanted a hull that had enough hp to last long in Firefights but enough speed to get from place to place on larger maps, among other things.
-Increase hp by 18%
-Decrease weight by 10%
-Decrease speed by 6%
 
 
This alteration would give Dictator players a larger pool of hp (in accordance with the hull’s physical size) but make it slower and easier to knock off aim/flip.
 
 
Titan: The titan alteration is unique. It is for those who want the hp of a heavy hull but enough speed to get to the front lines of battle. Weight is decreased because the hull has to be lighter to be faster. :P In all seriousness though, I decided that the hull overall should have a “lighter” feel while keeping its large amount of health.
-Increase speed by 8%
-Decrease weight by -8%
-Decrease anti-inertial turning acceleration by 5%
-Decrease Reverse acceleration by 5%
 
 
This makes Titan a beast, making it faster and lets it keep the same amount of hp. However, the decreased weight means you will have to be careful about aiming. 
 
 
Mammoth: Mammoth players got Mammoth for its hp. Mammoth got a dramatic cut of 500 hp. While I do not want to give this amount back, a compromise is needed. This alteration gives Mammoth a boost in hp to a point where it has about in-between the previous amount of Titan and Mammoth.  It is a simple alteration, trading hp for speed to please those players that want to be as invincible as possible.
 
-Decrease speed by 8%
-Increase hp by 8%
-Decrease acceleration by 5% (to go with “heavier” feel.)
 
 
This alteration would be much better for small maps or large ones where there are convenient sniping positions. 
 
 
Included percentages aren’t random, they are carefully thought out and I placed them quite equally across the spectrum for each characteristic, taking into account the gap between classes. I also could have included some cool names for them but that isn’t necessary IMO. :) Third, I didn’t just randomly decide to tweak some characteristics I thought were wrong. I considered what each stock hull can do, and carefully planned out what the gameplay for the alteration should “feel” like.
 
 
These alterations would be available from the rank of Legend for 50k. However, you would be able to purchase them for real money from Master Sergeant.  This also gives players something to look forward to when getting to Legend. IMO these alterations give big changes, so it makes sense that they would only be available for legend players.
 
 
Thanks for reading, I know it was a long read. :lol: Like this if you think I should be a TO developer! ;)

 

 

 

Topic merged.

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Hello! i want to suggest alterations for supplies.

These are just an examples for them.


100px-Bonus_first_aid.png

  • Gives more health and supply runs out faster 
  • Gives less health and duration time is extended


100px-Bonus_double_armor.png

  • Gives more protection for less ammount of time
  • gives less protection for longer ammount of time


100px-Bonus_double_power.png
  • Gives more power for less ammount of time
  • Gives less power for more ammount of time
  • Doesnt give any damage boost but increases firing rate 2x for limited ammount of time
  • Makes you shoot 2x slower and increases power 4x 


100px-Bonus_nitro.png
  • Gives more speed for shorter ammount of time
  • Gives less speed for longer ammount of time
  • Increases turret rotation speed and decreases hull turning speed
  • increases hull turning speed and removes boost for turning turret


Inventory_mine.png
  • More damage, longer activitation time after placed
  • Less damage, faster activitation time after placed
  • More knock-back less damage
  • Less knockback (Or none) more damage


150px-Goldboxsupply.png
  • Less crystals in it and drops sooner (Less people can reach it meaning no fight for it) -10 seconds -200 crystals
  • More crystals in it, longer drop time (more players reach it meaning there is less chance for 1 individual to catch it) + 10 seconds, +200 crystals

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 And keep in mind that if you want your feedback/suggestions about a new update to be heard, it's best to post them in the news topic when it gets posted, rather than in this section.

Proof that devs dont care about I&S section :D

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Proof that devs dont care about I&S section :D

Devs care a lot more about the news section and player feedback/suggestions about the recent updates. But if you go to a topic in news section and start posting random irrelevant ideas about things you want to see implemented, then that kind of feedback will be ignored.

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start posting random irrelevant ideas about things you want to see implemented, then that kind of feedback will be ignored.

Well... Thats not anything news. The only thing what changes here is endless ammounts of under reveiw tags and noone cares about them.

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I don't think i'm the first one suggesting this, but...

 

If a tank has an alteration equipped, you can see it by pressing the R or V button.

 

Simple right ?

Topic merged

 

Indeed you are definitely not first, and I think developers already plan to implement this feature.

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The last update made smoky critical damage to be the same regardless of the distance of opponent.

Therefore, no one in his right mind will use the alteration that disables critical damage for +30% impact force.

 

If you really want tankers to use this alteration, then the increase in impact force should be higher, much higher.

I guess +100%, so smoky M4 will have 660 impact force making it worthy to remove the critical damage.

 

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The last update made smoky critical damage to be the same regardless of the distance of opponent.

Therefore, no one in his right mind will use the alteration that disables critical damage for +30% impact force.

 

If you really want tankers to use this alteration, then the increase in impact force should be higher, much higher.

I guess +100%, so smoky M4 will have 660 impact force making it worthy to remove the critical damage.

Topic merged

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The last update made smoky critical damage to be the same regardless of the distance of opponent.

Therefore, no one in his right mind will use the alteration that disables critical damage for +30% impact force.

 

If you really want tankers to use this alteration, then the increase in impact force should be higher, much higher.

I guess +100%, so smoky M4 will have 660 impact force making it worthy to remove the critical damage.

No way. I don't think you realize how much a 30% increase is. A 100% increase would be knocking light tanks around like crazy. Even 30% is very annoying to fight against. In addition, the critical hit only occurs about 1 out of every 5 shots.

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Parkour Alterations!

 

How about an alteration for thunder that significantly reduces damage but pumps up impact force? That would be great for parkour as getting an m4 isn't easy at all! This alteration would be honored alongside the gods by people who love OMP.

Also, how about one for wasp that just reduces the weight? How do people who've already bought m2/m3 wasps get an m0-ish weight in their primary accounts? Making an account and getting it to a level where you can get m3 thunder just because you made the mistake of buying an m3 wasp is ridiculous...

Edited by rippr

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No way. I don't think you realize how much a 30% increase is. A 100% increase would be knocking light tanks around like crazy. Even 30% is very annoying to fight against. In addition, the critical hit only occurs about 1 out of every 5 shots.

The impact force will be like hammer. If you shoot at long distance targets using smoky without critical, you hardly cause any damage. You need to compensate for that. The impact force of smoky went down in the last rebalance. For example an M4 smoky has 330 impact instead of 370 before the rebalance. The compensation of 70-100% increase in impact force makes the alteration actually worth something. Do you really think someone is using this alteration that abolishes any long distance damage?

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No way. I don't think you realize how much a 30% increase is. A 100% increase would be knocking light tanks around like crazy. Even 30% is very annoying to fight against. In addition, the critical hit only occurs about 1 out of every 5 shots.

or once 5-6 seconds

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After watching the vlog, I found out there are no new alterations on plasma guns.

Ricochet:

Gives more damage with lesser impact force

Twins:

Reloading speed is slowed and causes more damage

Edited by shivam400

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Except it will reload much faster. Who thinks a Smoky with impact force of Hammer every shot isn't OP?Now even 

Now even with the alteration smoky doesn't do anything to heavy hulls.

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Now even with the alteration smoky doesn't do anything to heavy hulls.

That's how it should be. Who would buy a heavy hull if it could be knocked around? The alterations is already OP against light hulls, and good against mediums.

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Shaft alteration-slow super punch

Arcade mode and sniper mode turret traverse speed decreased for more damage in sniper mode and More impact force in arcade

 

Firebird alteration-heat afterburn removal

Removes afterburn affect for more damage when attacking

 

Rail gun alteration-flip strength addition

Extra impact force for less damage

 

Thunder alteration-single destroyer

Removes splash damage for loads of more damage

Edited by etha2007_awesome

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Shaft alteration-slow super punch

Arcade mode and sniper mode turret traverse speed decreased for more damage in sniper mode and More impact force in arcade

 

Arcade mode impact force is useless and this alteration is pretty much like "Heavy Capacitors"

 

Firebird alteration-heat afterburn removal

Removes afterburn affect for more damage when attacking

 

This is basically the stock firebird, except with more damage. Not a good idea as an alteration but it would be great if the stock firebird got a damage buff or the penetration back; a buff in some way. Currently it is the weakest turret.

 

Rail gun alteration-flip strength addition

Extra impact force for less damage

 

Extra impact force alteration for railgun, I have been suggesting for a long time. However, I feel the damage is low enough. I would increase the reload but not decrease the damage.

 

Thunder alteration-single destroyer

Removes splash damage for loads of more damage

 

The new alteration coming out soon for Thunder will remove splash damage completely. However, this doesnt need another Positive, as self-damage was Thunder's big weakness. It doesn't need "loads of more damage".

 

Sorry if I sounded a bit harsh, but there's my feedback. :)

Edited by r_I_already_won0

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Why arent there any alterations for hulls. ???

 

Surely if there are alterations for turrets, there should be some for hulls!?

Not necessarily. Turrets are the main items in this game and they are the biggest factor in determining your strategy and play style. Hulls are just things you put those turrets on. Even in real life many tank hulls were mostly just all-terrain vehicles used for bringing the turret in range of the enemy. I know Tanki isn't real life and hulls play a much bigger role here, but I think there isn't much potential for alterations in hulls at the moment. One thing I would love to see though is special abilities for hulls, as suggested in this topic. But alterations are best kept for turrets only.

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Not necessarily. Turrets are the main items in this game and they are the biggest factor in determining your strategy and play style. Hulls are just things you put those turrets on. Even in real life many tank hulls were mostly just all-terrain vehicles used for bringing the turret in range of the enemy. I know Tanki isn't real life and hulls play a much bigger role here, but I think there isn't much potential for alterations in hulls at the moment. One thing I would love to see though is special abilities for hulls, as suggested in this topic. But alterations are best kept for turrets only.

Actually hulls determine your play-style a lot as well, comparably to turrets. But that's beside the point. The point is that there is a lot of potential for hull alterations (hulls have more aspects then speed and hp as many think in only those terms :P). Especially considering the large gaps between hull classes. The game would be better with more hull variety as well.

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Some random suggestions that came to mind:

 

Firebird

  • "Firestorm"- Widens the spread of the flame and allows it to penetrate tanks like before. Would be useful for attacking multiple targets. Shorter range, longer reload.
  • "Rapid Refuel" - Decreased reload time for prolonged engagements. Lower damage and temperature limit.

Freeze

  • "Flash Freeze"- Increases the rate of freezing and decreases the temperature limit while increasing consumption. Similar to Compact Tanks.

Isida

  • "Repair Engine" - Grants self healing when healing teammates but removes self healing from attacking targets.

Hammer

  • "Sickle" - Flattens the spread and makes it wider to hit multiple targets on a horizontal plane. Decreased rotation speed, similar to Slugger.
  • "Burst Action" - Fires in two-round bursts. Decreased impact force and damage.

Twins

  • "Synchronized Shots" - Instead of alternating the firing of the barrels, both fire at once to hit targets more easily. However, shots don't travel in a straight line and will deviate at range similar to a shotgun. Lower rate of fire and close range damage.

Ricochet

  • "Seeker Rounds" - Increased auto-aim and velocity on bounced shots, reduced range and velocity on normal shots.

Smoky

  • "Gambler" - Critical hit chance receives less bonus per hit and impact force is reduced, but critical hit damage is increased significantly and crits get bonus impact force.

Vulcan

  • "Superheated Rounds" - When overheating, attacking a target will increase their temperature. Not to a Firebird degree, but still noticeable. Higher rate of heating and temperature limit.
  • "Accelerator Motor" - Fire rate starts out slow and increases over time to a faster-than-normal rate of fire.

Thunder

  • "Motherlode" - Increased splash damage and radius, but slower reloading.
  • "Directed Charges" - Increased range and impact force, but splash damage radius is much smaller.

Railgun

  • "Manual Charge" - Must hold down the spacebar to charge a shot. Increased charge time and shots will be weaker if not fully charged. However, you can hold it indefinitely.

Shaft

  • "Stealth Targeting" - Laser sight is invisible, tracer is removed, and impact marks are changed to no longer indicated the direction of the shot. To compensate, charging time is increased and damage no longer ramps up when charging- either uncharged damage or max. sniping damage.
  • "Particle Lance"- When sniping, instead of firing a single charged shot, a continuous beam is shot for 1 second, during which you stay in sniping mode. Beam duration scales up with the charge. Increased overall damage, but it is dealt over a longer period of time and reveals your location easily.
  • "Double Tap" - Arcade shot fires in 2 round bursts, consuming all energy. Faster instantaneous damage, but poor for finishing off targets or as an emergency weapon.
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