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Bring live your dreams

Experienced Pilots
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Posts posted by Bring live your dreams

  1. 4 minutes ago, Spam said:

    In campaign the mechs are like in arena but make worse choices but they can still be a res drainer and a res buffing campaign boost or whatever they’re called would be op.

    Is it that they are made that way so that you can improve the mech in some section?

  2. 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

    PicsArt_08-02-02_44_51.thumb.jpg.ca949aa625fc667f9d396c1110dcd85b.jpg

    (a little edit i maked with images of canyons from google) 

     

    Hot Overdose and Thunder Pain

    PicsArt_07-25-03_05_25.thumb.jpg.061ecf522da9a12e431295a702bd507b.jpg

    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

    ◣◥◣◥◤◢◤◢◣◥◣◥◤◢◤◢

    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

    PicsArt_07-25-03_09_51.thumb.jpg.9ba73ea1152966e5f00ae22c7cc85de4.jpg

    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 

    ◣◥◣◥◤◢◤◢◣◥◣◥◤◢◤◢

    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 

     

  3. 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 

  4. 6 minutes ago, AftoKrator said:

    so basically a heat bomb and emp in one.... 

    and too heavy

    Before, that its gonna weight 120 kg, i reduced a little more thinking its too heavy 

    And well, are too heavy weapons, well... More the Emp, i decide to put it in 100 kg

  5. 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

    PicsArt_07-25-03_05_25.thumb.jpg.140e29f4a04e0c9a6efba3b38b4c3771.jpg

    Level 1: 6 — 21 Level 40: 12— 35 heat or energy damage

    Energy Damage: -298

    Heat Damage: +312

    Range2-4

    Cost: 282 energy and 298 heat

    Weight: 100 kg (20 kg reduced of the Emp) 

    PicsArt_07-25-03_09_51.thumb.jpg.0d41532b532dc84b3e04d380e4b096fc.jpg

    Damage Level 1: 24—46 Level 50: 35 — 64

    Energy damage: -487

    Heat damage: +495

    Cost: 401 heat and 404 energy

     

     

  6. 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

  7. 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

  8. Making a weapon blog again

     

    Triple Armor Disolver

    PicsArt_07-25-03_12_48.thumb.jpg.5236a0e7def2ad8ea99e7d5026a23e9d.jpg

    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

    PicsArt_07-25-03_05_25.thumb.jpg.12c39e586b235c2ad53b62f8b6dcae1b.jpg

    Damage: Level 1 57 — 87 Level 40 76 — 113

    Drain Damage: —35 E, H, P resistance

    Cost: 97 Backfire

    PicsArt_07-25-03_09_51.thumb.jpg.fb3cbfcd4061b7f8037f6e64e4873789.jpg

    Damage: Level 1 90 — 127 Level 50 123 — 178

    Drain Damage: —55 E, H, P resistance

    Cost: 153 Backfire

  9. If you the play the game in the old times you can remind this

    20210523_224628.jpg.f2d41fc5da3ec3acf6342c5459b6cad8.jpg

    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

    PicsArt_05-23-10_39_32.thumb.jpg.e069ae9326b86b3ee1b85a3323d07b6d.jpg

     

    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) 

  10. 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

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