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Project Energizer 2


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Project Energizer 2

   Like its ancestor, Project Energizer 1 , which enhanced the quality of game. It adds not only new hull mechanics as section A but also four prototype for turrets as section B. Hull mechanics talks about a group of wheel-based hulls sorting from light, medium to heavy ones. Further more, descriptions of turrets prototypes proceeds after introduction of hull section.

Section A

As mentioned, they are another set of new characters that are going to be introduced by shape, speed, maneuverability, overdrive for each of light, medium and heavy weight tiers.

*LIGHT*

 

1_3eis.png

  • Shape: It has 3 wheels on each side, 6 wheels in total.
  • Speed: It is a little bit faster than its wasp and is 12.5 m/s
  • Maneuverability: Unlike hover hulls, it has lower maneuverability. the lowest among wheel-based hulls as well. Only front axle of wheels is steerable for turning.
  • OverDrive: Deploys one sentry gun. fully self automated that last  30 seconds dealing damage to all visible in range targets sorting from near to the farthest, the priority is the closest target. only con is that enemies can shoot it down. Thus it has a hit point of 4000 or less.
Spoiler

SENTRY GUN
sentry_gun_pymh.jpg

*MEDIUM*

 

2_8l6z.png

  • Shape: 4 wheels on each side, 8 wheels in total.
  • Speed: 10 m/s the fastest in its group.
  • Maneuverability: In maneuverability, it is in between light and heavy wheel-based hulls. it has 2 steerable axles of wheels, one in the front and the other one at the back of hull. Thus, turning is easier than light wheel hull.
  • Overdrive: This hull can drastically impact straight into other enemy hulls and shoot them meters away at the moment of impact once the OD activates. In short, it rams into enemy hull throwing them blocks away. somehow like a car accidents or a ramming buffalo. The power of impact depends on whether the hull is moving or standing. If it is in stand condition its impact is low while in moving condition it will be high.

*HEAVY*

 

3_nfu.png

  • Shape: 5 wheels on each side, 10 wheels in total.
  • Speed: the fastest among heavy hulls 7 m/s.
  • Maneuverability: It has the highest maneuverability amid wheel-based hulls due to the fact that it has 4 steerable axles of wheels, two in front and two at the back, making it turn much smoother than medium wheel hull.
  • Overdrive: It turns into a solid unmovable tank by dropping all 6 hydraulic lifts. this stationary tank becomes invulnerable to any recoil or aim-knock-offs somehow like gyroscopic effect that previously vulcan had. Also, it gains a temporary hitpoints as if it is 5000 if it is fully micro upgraded. If not, it will be 4000. the time length of this phase is as long as titans dome.
    Spoiler

    Activated Overdrive condition for Heavy wheel hull
    hydraulic_lifts_8tl6.jpg

 

Section B

Mechanism of the 4 turrets are described in details in the following contents. they are named in no particular order. "Grenade launcher", "Sonic", "Radar" and "Disruptor ". they are introduced by shape, damage type, range group, if they have secondary attack, and mechanism respectively.

Grenade launcher
grenade_oeff.jpg

  • Shape: it has six barrels. they are short but wider in diameter for the caliber of grenades
  • Damage type: Splash, such as magnum, however, much shorter in radius.
  • Range group: close range, among twins, ricochet, hammer. Its range is a bit higher than 80 meters.
  • Secondary attack: none
  • Mechanism: It performs like magnum. However, the differences are that it can not reach 90 degree vertical and 0 degree horizontal, reloads much faster than magnum to throw the first grenade, then reloads again to throw the second, and so on till the last grenade throws. then a long reloading time to reload the all 6 grenades in to 6 barrels. Grenades explodes (no bounce) upon hitting targets but will bounce off surfaces 2 or 3 times. and if the grenade does not hit any target after bouncing, remains idle for 2 seconds then explodes.

Sonic
sonic_nwe.jpg

  • Shape: It looks like ricochet but the the size of barrel is much wider and does not have any bends. Its energy bank is much shorter and has a pale icy blue color. the banker is attached from one side of barrel unlike ricochet that is strictly behind the barrel.
  • Damage type: direct hit. It has no splash damage.
  • Range group: It is in melee range and stands between freeze and isida. Its range is around 35 meters.
  • Secondary attack: none
  • Mechanism: It shoots plasma Discs which travels on the surface of ground and any angle of any obstacles such as walls and ramps (climbs up walls, ramps , houses) and also climbs down any of them. , there are 7 plasma discs in each fully loaded banker of them. a moderate puase between each shot. and once the banker is depleted, a long reload time. the damage is the lowest as the plasma disc goes off the barrel but reaches to the highest at the longest range.

Radar
radar_j3qe.jpg

  • Shape: it looks like conventional radars, one of those oval kind.
  • Damage type: splash damage. short in radius of 9 meters.
  • Range group: long range. among railgun, gauss, shaft and magnum. It can be infinite range such as railgun.
  • Secondary attack: Yes, it has secondary attack which will be described below.
  • Mechanism: primary attach. it shoots long, wide line of energy beam (Ray) or (Wave) as if it radiates the beam in a constant line of energy to its target dealing a cumulative damage for a time length of 3 seconds. once the energy beam leaves the focus point of radar, it produces constant  line of Waves untill in the last second it stops producing it as if it is the end of segment leaving the focus point of radar. the end of the segment has damage as well. 
             Secondary attack. If pressing and holding the shoot button. it starts to lock on the target once the lock-on phase is completed successfully the radar angle changes from 0 degree to 75 degree shooting out into outer space atmosphere as if there is a orbiting satellite which will reflect this beam back onto the target as if you have shot him right from above. Only in this mode the splash damage affects. Splash damage however is not applied in the primary attack mode. In the secondary attack, the beam form sky moves with Target as well even if the target starts  moving or was moving or stops moving. the duration of the falling beam from sky is almost 3 secs.

Disruptor
disruptor_3h2i.jpg

  • Shape: its barrels is welded to either right most end or left most end of the turret as if it is a right-handed gun or left handed gun. It has the longest barrel with a barrel shape of rectangular both along side of barrel and at the head of barrel. and there is cable that provides electricity to the banker. the banker is located at the right end and near the start of barrel. the banker has  sides that is transparent that we can see what is happening inside (somthing like multiple white lightning). the color of electricity inside the banker is white. it also has a scope like shaft which is used in secondary attack. it can be located as desired either above the barrel or always opposite of barrel which means that if it is a righ-end barrel then the scope is located left-end and visa versa.
  • Damage type: splash, with a radius of 6 meters
  • Range group: short range amid thunder, striker, smoky, vulcan. its range is between these turrets and is 90 meters to 120 meters.
  • Secondary attack: Yes, it has secondary attack and will be introduced bellow.
  • Mechanism: Primary attach shoots a rectangular short segment of beam 70 m/s which upon hitting target which not only deals damage but also the beam it self will be cut into 3 or 4 tiny segments that ricochets any other tanks or objects for 1 or 2 bounce. the length of the beam is limited to 3*1.5*1.5 length width height. All segments before hitting and after cutting have splash damage.
            Secondary attack is that, it initiates by pressing and holding the shoot button. it goes into snipe mode by which you can accumulate the desire amount of energy to deal damage. after releasing the button a longer rectangular shape of beam 5*1.5*1.5 travels trough the air faster 80 m/s and has splash damage once hitting the surface of target or objects. this time again the beam will be cut into more several (lets say 6-8) segments that each can ricochet 3 or 5 bounce with each segment having splash damage.
Edited by SulfuricAcid
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