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Ship attributes! Ship special powers!

Discussion in 'Game Discussion' started by NoTtIaN, 7 Mar 2018.

?

Yes?

  1. I like Shooter

    40.0%
  2. I like Speeder

    20.0%
  3. I like Enforcer

    25.0%
  4. I like Defender

    20.0%
  5. I like Fixer

    35.0%
  6. I don’t like them

    35.0%
  7. I like them all

    10.0%
Multiple votes are allowed.
  1. NoTtIaN

    NoTtIaN Well-Known Member

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    How about every ship gets an attribute, one positive and one negative

    Here are my ideas.

    Overclock
    Shooter has 1 second extra cooldown for everything, and it takes from 2 second to cooldown = 2.5 sec.
    When the shooter kills an enemy all your weapons instantly reload and you can choose 2 weapons for 50% less damage.
    Example, you have 2 railguns. You kill a ship and both your railguns reload. You can fire both of them but they deal less damage.

    Adrenaline
    Speeder heals 5% less than other ships.
    Speeder has 2% less cooldown on yellow items.
    When speeder is at 40% hp or lower, all yellow items have 6% less cooldown and speeder gains 5% more speed

    Last Stand
    Enforcer yellow items are the 5% less effective. Ex 100% overboost = 95%
    Enforcer does 5% more damage when at 50% hp or lower

    Frenzy
    The defender does 3% less damage and takes 3% less damage
    When the defender is at 60% hp or activates ‘frenzy’
    Frenzy is when the ship gains 7% extra turret rotation, 7% extra speed, 7% extra ship rotating speed

    Fixer on Fire
    Fixer takes 5% more damage from fire
    Fixer heals 10% more when on fire
    Fixer moves 10% faster while on fire
    The effect lasts 20s when you get hit by fire. Ex: a flare hits u for 15s, you will have the buff for 15s + 20s

    Remember when you reach a certain level you can add more effect to the attribute or you can leave it normal and buff it later.. Ex: You hit lv 40. You can add to the buff/nerf.

    Every upgrade for overclock is = 0.2s for reload. Upgrade for cooldown is = 0.1. Upgrade for overclock is =4% stronger hit.
    Maxed stats = +2s overall reload time. 3s for cooldown. 30% less damage for the overclock hit.

    Every upgrade for adrenaline is = 0.5 less healing. Upgrade for yellow reload is = 0.6s. Upgrade for yellow item cooldown and speed is = 0.5, 0.6% yellow cooldown and speed.
    Maxed stats = -7.5% healing. 5% less cooldown on yellow items. 9% less yellow cooldown, 8% more speed when below 40% hp.

    Every upgrade for last stand is = 2% weaker yellow items. Upgrade for damage is = 1% more damage when below 50% hp.
    Maxed stats are = 15% weaker yellow items. 10% more damage when below 50% hp

    Every upgrade for frenzy is = 0.6% less damage taken damage. Upgrade for agility are 0.8% when below 60% hp
    Maxed stats are = 6% less damage and taken damage. 11% more agility.

    Every upgrade for fixer is = 1% more damage. Upgrade for healing and speed are 2%
    Maxed stats are = 10% more fire damage. 20% more healing and speed.

    Good ideas?
    Let me know if anything needs a buff/nerf
     
    Last edited: 9 Mar 2018
    NoTzHoNg, Rivet, The Otherguy and 2 others like this.
  2. Gnu

    Gnu Well-Known Member

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    I think Frenzy should be on defender.
     
  3. Mr Meaner

    Mr Meaner Active Member

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    Double like
     
  4. NoTtIaN

    NoTtIaN Well-Known Member

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    Lemme change it, but any flaws?
     
    The Otherguy likes this.
  5. Gnu

    Gnu Well-Known Member

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    Shooter should have an ability called overclock

    If the person kills a target, the next weapon will add on another damage which will hit 1/2 of the weapon's damage + on top of the base damage. But then the cooldown of that weapon would be increased by 50% when you shoot it. The bonus damage does not stack with burns and does not crit. And yes an overclocked weapon will break a tesla shield if it is stronger, of course.
     
    Last edited: 7 Mar 2018
    NoTzHoNg, ThatOnion and The Otherguy like this.
  6. Shadow Moon!

    Shadow Moon! Well-Known Member

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    Making shooters immune to stun will make them op which they already are instead stun should increase on them. Keeping 5 weapons out of match should be advantage.
    And global cooldown for shooters only should be 4 seconds and every missed shot should be penalty in cooldown of 1 sec increase. So they don't rely on spamming and depending on chance to land atleast 1 shot out of 5.
     
    Last edited: 7 Mar 2018
    The Otherguy and Hokuse like this.
  7. NoTtIaN

    NoTtIaN Well-Known Member

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    many flaws indeed. but the shooter is at 30% hp. She can easily get killed by a strong mortar or torpedo
     
  8. NoTtIaN

    NoTtIaN Well-Known Member

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    I changed it so you get to select 1 weapon and use it for 35% extra damage. The other weapons will have to restart reloading.
     
    Last edited: 7 Mar 2018
  9. Shadow Moon!

    Shadow Moon! Well-Known Member

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    So give it damage buff of 30% but take it off if it misses. Shooters needs to pay for every missed shots.
     
    The Otherguy likes this.
  10. NoTtIaN

    NoTtIaN Well-Known Member

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    yes of course
     
  11. CaffeinatedChris

    CaffeinatedChris MVP

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    Please no. We're already floating BBQs in any game with yellow boats opposing us.
     
  12. DrLuigiPhd

    DrLuigiPhd Active Member

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    I think shooter should just get a fast reload between shots for like 5 seconds after a Kill. Enough to get off 2 more weapon shots if they are available. Or make them all available just like you said. Imagine kill shots with rail tho at endgame. 2k killshot, 2k killshot....etc. it would make shooter clutch.
     
  13. Shadow Moon!

    Shadow Moon! Well-Known Member

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    Lol what? Shooters should have increased cool down for every weapons as they have 5 weapons. And on top of that every miss shot will further increase cooldown by 1 sec everytime.
    Short cool downs should be on speeders.
     
  14. NoTtIaN

    NoTtIaN Well-Known Member

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    I nerfed the fire damage inflicted on fixers, I also nerfed the speed
     
    The Otherguy likes this.
  15. PastelPiku

    PastelPiku Well-Known Member

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    Frenzy bothers me. As the tank class, it makes no sense for them to take more damage as it's already relatively easy to shred them. Instead of taking 2% more damage, they should take 2% less. The con should be that they also deal 2% less damage. When frenzy activates, in addition to stat boosts they should return to dealing regular damage.
     
  16. NoTtIaN

    NoTtIaN Well-Known Member

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    ok i will change it, but whats up with the avator change?
     
  17. PastelPiku

    PastelPiku Well-Known Member

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    Oh lol it's Akebono from Kantai Collection, she's my guild's mascot.
     
  18. Scourge Argaen

    Scourge Argaen Well-Known Member

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    I agree with @CaffeinatedChris - we're public enemy number one already. I'd rather not die any faster than I already do. I would happily retain the buffs though.

    Is there a duration on the set effects?

    Would you have an internal cooldown on them triggering again? I.e. if the defender had the frenzy triggered but subsequently was healed beyond 60%, would there be say 30 seconds before it could trigger again?
     
    The Otherguy likes this.
  19. Rivet

    Rivet Active Member

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    Hmm... maybe defenders immune to frost or stun?
    Let's be honest, defenders get mauled by stuns.
     
    The Otherguy likes this.
  20. NoTtIaN

    NoTtIaN Well-Known Member

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    The effect lasts as long as you're below the needed hp %
     
    Scourge Argaen likes this.

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