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Posts posted by Bring live your dreams
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4 minutes ago, Zylok said:
What shields are you talking about? Resistance?
Yes, i said to that shields
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If we agregate a bonus Resistance boxes for the campaing, like 35% or 50% of bonus? To work sometimes the Cpu come so Op in gameplay and drains the shield with 2 shots
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Just now, Spam said:
Those are canons, canyons are big cracks in the ground.
I knowed, but when i used the translator with the word it sayed that is the Archaic version of the word and i thinked that is the new form to write that
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Hot Overdose and Thunder Pain
2 new weapon ideas for the game, I think of a weapons that has over damage, that is, even after activating it, it remains active for a few turns (like the Heatpoint drone) each turn would make a certain amount of heat or drain energy, stuck to the mech because it would be fired with great force by a Canon
(a little edit i maked with images of canyons from google)
Hot Overdose and Thunder Pain
Heat Damage for Overdose: Level 1: Heat damage 75 — 125, +40 heat first shot (+30 the other 3, no includes damage). Level 40: 117 — 178, 50 first heat damage (+40 the other 3)
Uses: 1 (3 times of use)
Cost: 45 heat and 27 energy, 87 backfire (only first shot)
Range: 3 — 6
Weight: 47 kg
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Energy Damage for Pain: Level 1: Energy Damage 80 — 120, - 60 energy (-50 energy the other 3, no includes damage). Level 40: 127 — 170, - 70 energy first shot (-60 energy the others, no includes damage, only if the oponent no have energy left)
Uses: 1 (3 times of use)
Cost: 27 heat and 45 energy(only first shot) , 87 backfire
Range: 3 — 6
Weight: 52 kg
Heat Overdose: Level 1: 132 — 182 damage, +70 first heat (+60 the other turns) Level 50: 168 — 279, 80, first heat (70 the other turns)
Uses: 1 (3 times)
Cost: 67 heat and 37 energy, 147 backfire
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Thunder Pain: Level 1: 142—178, -80 energy first shot (-70 the others turns ) Level 50: 179 — 270, - 90 energy (-80 the others turns)
Uses: 1 (3 times)
Cost: 37 heat and 67 energy, 147 backfire
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5 minutes ago, AftoKrator said:
now... we have a slight problem here. what part of this weapon have anything to do with the "sky"???
i mean, what kinda name is sky hell when it's a ball of energy on the ground.
also,.... even if it weighed 100kg, it's will still be way to heavy for anyone to use. .... and when people use heat bomb or emp, they usually (not all) only have a lot of one type, heat cap or energy cap. really rare people have both and high enough regen and cooling to recover from the blast.
So. i propose, keep the dmg stats, cut the cost in half and add like 300 backfire (like those trash broken scopes). and make it weigh .... probably around 60. even then, not many people will want to use it, but i honestly think it'll do better than the original stats.
for the name, i propose: Overcharged Heat Bomb or Overheated EMP. take your pick
Well in the name, i select the Overheated
With the original name, i thinked are Electric Hell making the funtion of electric and Hell in heat case and well, the ideas you say all are good for the weapon
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Weapon only for test and friendly battles
Hell Sky
The combination of the Emp and Heat bomb in a one weapon, i think can be fun
Level 1: 6 — 21 Level 40: 12— 35 heat or energy damage
Energy Damage: -298
Heat Damage: +312
Range: 2-4
Cost: 282 energy and 298 heat
Weight: 100 kg (20 kg reduced of the Emp)
Damage Level 1: 24—46 Level 50: 35 — 64
Energy damage: -487
Heat damage: +495
Cost: 401 heat and 404 energy
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On 7/27/2021 at 11:42 PM, UnrealRickAstley said:
I think, if we remove the heat and energy, this can be the physical version of the weapon because the damage look like the old franctic brute and -35 or - 45 of resistance to your enemy with 175 backfire?
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3 hours ago, UnrealRickAstley said:
That's the point ( ͡° ͜ʖ ͡°)
Ending the battle with —150 resistance? And Killed with 3 shots? Xd
This is the normal version, hard or insane version?
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On 7/25/2021 at 6:27 PM, AftoKrator said:
builds look weird.
unless if their stats and dmg are tripled or something, they won't last very long against 3 mechs
only DRAGONFIRE look like a decent and useable build.
the other's have way too many range gaps and ... issues.
the DRAGONFIRE build also totally have room for a energy grapple
ARSONIST is overweight by a lot and needs some more cooling for those heat bombs
and SKULL could use some more modules seeing that it still have an extra 95 kg. add some more hp and res.
Damage per weapon: 325 — 632
Heat maked and energy drain: + 70%
Shield drainer: 90 per shot
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20 hours ago, AftoKrator said:
that's some stats.
you have a E-M (higher drop rate) item that is an essentially better version of any res drainer in the game.
This:
drains 55 of each at the cost of 20kg and 153 backfire
comparied to :
3 fat drainers: drains 60 at the cost of 24kg (total since 8 for each) and 540 backfire (again, total since 180 for each)
The stats are.... somewhat overpowered.
Now i think, i reduced it too much, the weight and the backfire posible are 10 x 3 (little reduce of weight of each one) = 30 kg and the backfire 144 x 3= 432 backfire with the arena stats to the max equal with the other now i talk about the disolvers that normal weight is 16
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5 minutes ago, Ad1tya said:
Weight?
20 kg
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Making a weapon blog again
Triple Armor Disolver
Damage: Level 1 35 — 57 Level 30 47 — 72 energy, heat, physic (random shot)
Drain Damage: —20 E, H, P resistance
Cost: 57 backfire
Range: 2 — 4
Damage: Level 1 57 — 87 Level 40 76 — 113
Drain Damage: —35 E, H, P resistance
Cost: 97 Backfire
Damage: Level 1 90 — 127 Level 50 123 — 178
Drain Damage: —55 E, H, P resistance
Cost: 153 Backfire
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- Keithon, Manolis109 and Ad1tya
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Look what i find in raid this day
- SC2A, Spam and YeetThisYeetThat
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26 minutes ago, Spam said:
There is a thread where they found that out I think.
Seriously? I need to see that, i need to see the probablities of the item boxes
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3 minutes ago, Soviet Union mech said:
Premium box lol( 0.00000000000000000000000000000000000000000000000000000001%)
Legendary: 5% Xd
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5 minutes ago, Soviet Union mech said:
I got 2 SUPER rare item in fortune boxes(bunker and party crasher) and 1 in pre box( overloaded emp)
Wow, you have the 2% luck in the premium packs
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If you the play the game in the old times you can remind this
Yes, before you can see the probablities of who you can have in the boxes, and obviously have a mithycal items in the premium boxes
Ultra mithycal pack, in that we have 3 mithicals and the problablity of the porcent of "Weapons dont you have and the workshop" to these mithycal
Now investigating along the Internet the reason why we cant see anymore the probabilities, here is the reason
Yes, The premium legendaries have only 2% percent in the game to get in the premium pack... Now the only we can do is not waste more tokens and wait when you see a good offer, but choose well, all no are good offers
(This is a joke, but the percent of the premium packs feels very real to me)
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4 minutes ago, DecepT.com said:
I think if you buy it you will get a lot of epic items. so choose wisely
I know that, but mostly almost to have the legendary premiums, you literally have to wait for an offer where these appear, that or have a minimum luck of 30 to 80% to get some of that in a premium pack
Resistance Bonus?
in Game Discussions
Posted
Is it that they are made that way so that you can improve the mech in some section?