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Add a new mechanism instead of removing spread damage and adding critical damage to all turret


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Please don't remove spread damage and add critical damage to all turret. Because if you remove spread damage, it will make the game really boring. And if you add critical damage to all turret, it will make smoky not unique anymore as critical damage is the main feature of smoky.

Instead, a new mechanism could be added. It is similar to Sorted Ammunition augment of smoky. Every xth (let x be a number, like every fourth shot, every fifth shot) shot will apply shot effect to the enemy. But those shots only apply shot effect, no extra damage is added(While smoky's critical damage will deal extra damage). And it only counts when you hit the enemy. It do not count when you miss your shots. So take Incendiary Rounds of railgun as an example, suppose that it will apply burning effect for every 4th shot that hit the target, the 4th, 8th, 12th... shots that successfully hit the target will apply burning effect. Also, the progress are independent for each enemy, what I mean is that when you hit a new target, you need to make new progress on that enemy again. The progress of a target will be retained for a certain amount of time, depend on the reload time of the turret, for example 10s for railgun and 5s for twins. After the amount of time, the progress will decrease rapidly.

A new indicator can be added for this mechanism. Maybe add a % on top of the enemy tank to show the progress. (Take the incendiary rounds of railgun example again, the first shot that hit the target: 25%, 2nd: 50%, 3rd: 75%, 4th: apply burning effect and reset back to 0% again)

This mechanism also works well for twins and other turrets.

Sorry for my bad English.

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  • Head Administrator

Under review

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I don't agree with the assertion that standardized damage will make the game boring. I really don't see what is so entertaining about getting a somewhat different damage number with each shot

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13 hours ago, YauChiHim said:

Instead, a new mechanism could be added. It is similar to Sorted Ammunition augment of smoky. Every xth (let x be a number, like every fourth shot, every fifth shot) shot will apply shot effect to the enemy. But those shots only apply shot effect, no extra damage is added(While smoky's critical damage will deal extra damage). And it only counts when you hit the enemy. It do not count when you miss your shots. So take Incendiary Rounds of railgun as an example, suppose that it will apply burning effect for every 4th shot that hit the target, the 4th, 8th, 12th... shots that successfully hit the target will apply burning effect. Also, the progress are independent for each enemy, what I mean is that when you hit a new target, you need to make new progress on that enemy again. The progress of a target will be retained for a certain amount of time, depend on the reload time of the turret, for example 10s for railgun and 5s for twins. After the amount of time, the progress will decrease rapidly.

 

Cool! This would be nice!

Like Spy said above, the developers said about adding in Critical for turrets. Let's see what happens.

Maybe they can add the effects to some turrets and critical to others. It should be balanced though.

I hope Thunder gets a good change, if any.

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If we were able to predict the critical damage then players would waste their shots for the critical one when not in combat which will make turrets overpowered. This idea is great for an alteration but not for applying it universally.

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On 3/23/2021 at 2:53 AM, YauChiHim said:

Please don't remove spread damage and add critical damage to all turret. Because if you remove spread damage, it will make the game really boring.

I like it better when it deals consistent damage instead of damage spread. No lucky or unlucky shots on any weapons.

On 3/23/2021 at 2:53 AM, YauChiHim said:

And if you add critical damage to all turret, it will make smoky not unique anymore as critical damage is the main feature of smoky.

I mean Crit damage on most of the turrets deals the same as the regular damage except Railgun and Smoky. 

 

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1 hour ago, Byber.Butthucont said:

If we were able to predict the critical damage then players would waste their shots for the critical one when not in combat which will make turrets overpowered. This idea is great for an alteration but not for applying it universally.

Yes I know. So I emphasized that the progress only count when you hit the enemy, if a player just waste their shots then no progress will be made. He/She still need to hit the target 4 times(for example) to apply status effect on the target. In that way they cannot just waste their shots for the shot that apply status effect.

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  • Head Administrator

Critical damage has been added to all turret, so please share your feedback in the official topic.

Invalid, closed.

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