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| | ideas for bots,mechanics and weapons | |
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BARILLIAN Regular Poster
Posts : 285 Join date : 2010-08-26
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 1:16 pm | |
| 1. Wonderbit stealing weapon that also grants the "no bit activation/deactivation" debuff that Astralyzer has. Stolen pursuit bits start off targeting their previous owner. Optional: works on hipporoids, barrier fields and non-boss Arcantus enemies.
2. S SUP battle vehicle that borrows its passenger's mobility stats (as opposed to vice-versa, you could make it some fairy/spirit thing that floats near its "passenger"), grants Clearance while "boarded", and has a single main weapon that inflicts low damage and some solid debuff (like Orphenous' slow-lite/booster trouble/drawguns/slow turn, but sky's the limit). Battle vehicles are uncommon because both the rider and the ride needs to be specialized, but this thing does not need a dedicated rider, so it can be used without player coordination and any frontline bot will love it.
3. A frontline SUP (think Buff Devastator/Trintia/Amy) that has a large "aura", within which you get huge combat buffs, but they go away immediately after you exit the area of effect (should be special cased so that Extend Support doesn't extend it). When its wonderbit is active, you also get temporary HP within the aura. Also gets some solid weapon and hopcarts. This battle campaign brought out the worst out of supports (see all these Amies giving people Crimson Veil 500 yards from the frontline and never landing a bazooka shot for the entire game) so I want some SUP that does well in the frontlines, and only does well in the frontlines.
4. A bot/tune that makes you an undesirable target, i.e. the attacker is penalized for attacking you for the duration. Like say, Revenge: Severe Booster Trouble for LND/SUP, Revenge: Powerless for ART/SUP, Revenge: Reverse LR (or whatever you want to call it, half range, half speed to all weaponry) for AIR/SUP, can only be tuned for the listed types, activates when you're hit by a melee/beam/blast attack, inflicts the listed status to the target. Temporary damage reflection (with huge cooldowns obviously) would be cool too, it would be pretty ineffective against most things (you'd shoot the thing using it once, notice that you're taking the damage, and back off until the buff runs out) but long-range artillery, Ivises and alpha airs would have to look at what they're shooting before letting loose.
5. S LND with a decent multi-hit single-target melee and an analyze-like bullet; if your analyze hits, you are immune to damage from any other type for like 5 seconds (but in return, you can't hit anything but the type you targeted for these 5 seconds). Want to combo that dick ass Resha/Melfi/whatever in the midst of her ART wall? Now these artillery and whatever air support they have don't mean jack.
6. SUP with the ability to equip two wonderbits, and an ammo-limited ability ("overdrive" or whatever) to activate both at once. Should work like Nicole/Persenachia servants, so that you don't even need to have full WB gauge to do so, even though you generally want to activate with full gauge.
7. The following buffs/debuffs as handheld SUP weaponry: Support Rejection, Haste, Extend Jammer, Melt, Charge Delay, Slow Turn, whatever that no-mobility-carts debuff was called, Powerless. Stronger effects get short range weapons/short duration/low ammo to compensate, but really, SUP has easy access to Slow and Shock already, so it can stand to get some more busted status effects.
8. Revenge Shot reworked to be Stun Regain for ammo. This is probably the single most useless cart in the game, and few things get it as is, so giving it a massive buff will help these few things distinguish themselves from their competitors. I also want to see Soul Eater buffed a bit (maybe have it give CV too), but then Eris and Ivis get it, and these two certainly don't need more potency in their melee.
9. General buff to hipporoid/barrier field/wonderbit (not chivalry shield or pursuit bits though) HP and repair bit heal rate to compensate for the increase in robot HP (see: EX tunes)/attack damage compared to earlier times.
Holy shit look at all this wall of text | |
| | | XiaoFu Adept Poster
Posts : 744 Join date : 2012-09-20 Location : Randomness Thing
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 3:09 pm | |
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| | | Yggdroid Regular Poster
Posts : 410 Join date : 2011-06-11 Age : 1010 Location : Yggdrasil Labyrinth
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 3:44 pm | |
| Transforming artillery bot that turns into a tall wall that reaches all the way to the vertical limit of map. No offensive capabilities or access to equip offensive weapons, with a limited supply of all guard buffs(no shell supply reloads either). Also locked parts, with a base 450 Hp and L-sized with stun regain cart access. XD
Just thought it might be funny to see real artillery "walls" I guess it could be a version of say a rouche/baltheon minus offensive capabilities.
Also maybe a support bot that can control bots (like machina Kal and that water cat)that explode with gravity field but inflict little to nothing in damage in exchange for inflicting the people caught in gravity with severe slow. It'd be such a troll bot.. xD | |
| | | beccadmgirl Ace Poster
Posts : 1092 Join date : 2011-11-19 Age : 32
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 4:19 pm | |
| - Yggdroid wrote:
Just thought it might be funny to see real artillery "walls" I guess it could be a version of say a rouche/baltheon minus offensive capabilities.
I made one yesterday with daedalian | |
| | | Shai Legendary Poster
Posts : 4410 Join date : 2012-07-30 Age : 29 Location : Lost Canvas
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 4:51 pm | |
| - EXNova wrote:
- Tim. WHERE IS TIM
^ | |
| | | StickyKeys Master Poster
Posts : 2670 Join date : 2010-12-31 Age : 36 Location : Philippines
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 4:59 pm | |
| Air CS that explodes like Monica at half the cost when she commits seppuku. EIW makes the explosions bigger and cost smaller. | |
| | | Moghul I understand nothing
Posts : 1832 Join date : 2011-06-12 Age : 30 Location : Earth
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 5:30 pm | |
| shock bit triggering it shocks everything within a pretty good range
pulse bit triggering it pushes back opponents within certain range
bleed debuff victim slowly loses hp. sort of like burning but without the 40 fly slow turn and it doesn't go away. | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 5:52 pm | |
| i want goodtune and high goodtune for weapons.
goodtune would be 5% speed and 3% force for 25 cost high goodtune would be 10% speed and 6% force for 50 cost | |
| | | Moghul I understand nothing
Posts : 1832 Join date : 2011-06-12 Age : 30 Location : Earth
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 6:06 pm | |
| i also want some charlie tunes or whatever. I feel that alphas and betas don't always cover my needs. | |
| | | BARILLIAN Regular Poster
Posts : 285 Join date : 2010-08-26
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:29 pm | |
| - Winty wrote:
- goodtune and high goodtune
Fine, but you also get High Range Beta (+10% range, -5% speed) and Great Range Beta (+15% range, -10% speed) in exchange | |
| | | That_Wiesel_Guy Legendary Poster
Posts : 4551 Join date : 2011-08-09 Age : 431
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:31 pm | |
| I want Great Glad to be a tune | |
| | | AhegaoMaster 野獣先輩
Posts : 3335 Join date : 2013-08-07
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:34 pm | |
| I wish Haku was an actual bot | |
| | | JinNJuice Regular Poster
Posts : 449 Join date : 2011-07-10
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:38 pm | |
| I'd like to see a male ART type humanoid. They don't all have to be LND. Actually, the only non LND male humanoid is Lios. Even Jace the ZERO type is a LND. | |
| | | BARILLIAN Regular Poster
Posts : 285 Join date : 2010-08-26
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:41 pm | |
| - JinNJuice wrote:
- I'd like to see a male ART type humanoid. They don't all have to be LND. Actually, the only non LND male humanoid is Lios. Even Jace the ZERO type is a LND.
dudes garapon Tim (SUP) Valdez (ART) new non-joke Victor (AIR) Jet (LND) | |
| | | That_Wiesel_Guy Legendary Poster
Posts : 4551 Join date : 2011-08-09 Age : 431
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 8:43 pm | |
| - BARILLIAN wrote:
- JinNJuice wrote:
- I'd like to see a male ART type humanoid. They don't all have to be LND. Actually, the only non LND male humanoid is Lios. Even Jace the ZERO type is a LND.
dudes garapon
Tim (SUP) Valdez (ART) new non-joke Victor (AIR) Jet (LND) I throw my money at my screen but nothing happens. | |
| | | HashiriyaR32 Molcars Feasting
Posts : 620 Join date : 2010-10-02 Age : 34 Location : Toronto, Canada
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 9:06 pm | |
| - Old Huvolution stuff. All text circa late 2012:
Concept: Jikun Hu's evolution S-size land ZERO. Locked parts but free engine slot on his back. Jikun Hu has decided to incorporate gun skills into his training. As a consequence, he now prefers guns instead of his martial art abilities, but has learned to combine both together.
Comes with no hand weapons, but has leg subweapon and starts off with one main weapon, a Pierce Pistol. All guns available to Hu fire unique Pierce Projectiles. Unlike standard pierce gun projectiles, these new ones are unique in that they have armor-piercing capabilities.
Pierce Pistol (PP) Force 15 (Up to 10 shots before cooldown) Ammo 300 Range 250 Speed 360 Int 360
Transformation (by drawing weapon) dispells items in both hands as Hu will hold currently equipped weapon with both hands. Leg subweapon's abilities will be determined by Zero carts, AND be determined by whether or not he's transformed, and what weapon Hu is holding. Right out of the box, untransformed, or while equipped with the PP, he'll perform his usual kick combo. The same holds true while certain weapons are equipped, as long as a zero cart that alters the leg subweapon is not taken.
Left arm's main ability will require a zero cart, available on both paths. Once cart is activated, Hu will attach a beam shield emitter to his left forearm as part of the transformation. Hu can use the emitter to temporarily generate a beam shield for up to 5 seconds, allowing him to become guard against all projectile attacks until either those 5 seconds elapse, or the LMB is released, whichever comes first. Hu cannot use any of his guns while guarding. This ability will function identically to Sylvia's guard, with the same effects (Doesn't stop melee damage, CV while guarding), and the same use limit (Up to 30 seconds of guarding, split into a maximum of 5-second periods as mentioned).
Hu can gain a second weapon, or even change his starting pistol with a different weapon, based on the Zero path that is picked on his first level-up. Whenever Hu gains a second weapon after using the zero cart to unlock that weapon, his right arm's sub ability will become available. Using it will cycle between the two weapons
On one path, Hu will gain a Pierce Assault Rifle as a second weapon, and gain the ability to perform more damaging melee attacks.
Pierce Assault Rifle (PAR) Force 20 (3-shot bursts) Ammo 360 Range 330 Speed 450 Int 200 (300int cooldown between bursts)
Hu is still able to use his guard ability while holding the PAR, provided that cart was taken. Leg subweapon while equipped with PAR is still the standard kick combo
One zero cart available on both paths will unlock the melee ability on that path's guns (with exceptions). When taken, Hu can start a melee attack using a gun, which involves thrusting the gun forward, and upon a hit, fire multiple shots/single burst into the held-in-place target, and follow up with a quick 2-kick combo. If the initial thrust fails to hit, no shots will be fired and Hu will continue into his 2-kick combo.
The PP/PAR path will also have a cart that will change the leg subweapon ability while holding the PP. This ability will allow Hu to perform a milder version of his sister's Kuten kicks. This will occur even if a melee string is started with a PP punch. Kuten kicks will not be performed while equipped with the PAR.
The other path will provide Hu with a different pair of guns. Upon choosing this path, the PP will be replaced with a new weapon, the Pierce Accelerated Sub-Machine Gun,
Pierce Accelerated Sub-Machine Gun (PASMG) Force 12 (4-shot bursts) Ammo 520 Range 240 Speed 500 Int 100 (450int cooldown between bursts) The bullpup PASMG fires lower-caliber ammo than the PP, but this type of ammo has a very high velocity, which partially makes up for the lower projectile size. Hu can still guard while equipped with the PASMG. Leg subweapon is a standard kick combo.
This path also unlocks a long-range option for Hu, a Pierce Sniper Rifle
Pierce Long Rifle (PLR) Force 35 (single-shot, not affected by hypershot) Ammo 200 Range 360 Speed 580 Int 1500 (cooldown between shots affected by hypershot) A high-caliber anti-armor long rifle, this type of Pierce Gun has some unique features. First, in addition to the standard Pierce projectile properties, the PLR's anti-materiel rounds can pierce through multiple enemies up to its stated range. Second, with the use of the appropriate zero cart, a scope will be attached to the rail running along the top of the weapon. The scope will have a sub-function that allows Hu to aim through the scope and gain a long-range buff as long as he does so. Hu can NOT guard while equipped with the PLR. The Leg subweapon now only performs a shorter 2-kick combo. This is also the only gun that doesn't have a melee ability (replaced by the scope). When the scope is used, Hu will drop down to one knee and aim with the scope. While scoped in, he'll be under the effects of a long-range buff. While he can still move by crouch walking/running, his movement speed is reduced to 30% of his actual speed, but his turn rate is not affected (this is not a SLOW debuff). He also cannot dodge side-to-side while scoped unless either Short Boost or Assault Step is taken. If they are, dodging while scoped will have Hu roll in that direction. While rolling, Hu cannot fire the PLR until the roll animation has finished. To disengage scoped mode, simply use the PLR's sub ability again. Alternate ways of disengaging scoped mode include switching weapons, jumping, or performing a leg melee attack.
Whatever weapons Hu has as a result of your cart choices will appear on his model. If he doesn't have a certain weapon, it's not going to appear (eg. One path's guns won't appear on his model if you chose the other path. Each path's second weapon won't appear until you take the cart to unlock it). Also, if the PLR's scope is not unlocked, it won't appear on the weapon.
ARMOR-PIERCING NOTES As mentioned before, all of the Pierce firearms that are specific to Zero-Hu have the ability to deal damage THROUGH armor/shields/barriers. More specifically, Hu gets a damage bonus when engaging armored targets. Each of his guns have different armor-piercing capabilities and rounds fired from these guns will do full damage to armor/shields, while a percentage of that will be additionally dealt directly to the target. In addition, these rounds can pass through any static defenses (barrier item/Rouche Barrier/etc), and deal reduced damage against targets on the other side of/within that defense. What happens to rounds that need to pass through multiple defenses will be elaborated upon after the AP stats for the weapons.
Pierce Pistol: vs armor/physical shields/Eris Rejection: +40% vs beam shields (Rosario/Elisalotte AURA shields): 25% vs guard abilities: +20% vs Force Barrier and associated abilities: +20% vs Baltheon/Rouche Barrier/Barrier Field item: +10% vs Ivis HD Chain Guard: Maximum 1 damage vs Amot Vainic: Cannot bypass
Pierce Assault Rifle: vs armor/physical shields/Eris Rejection: +60% vs beam shields (Rosario/Elisalotte AURA shields): +50% vs guard abilities: +40% vs Force Barrier and associated abilities: +40% vs Baltheon/Rouche Barrier/Barrier Field item: +35% vs Ivis HD Chain Guard: Maximum 2 damage vs Amot Vainic: Maximum 1 damage
Pierce Accelerated Sub-Machine Gun: vs armor/physical shields/Eris Rejection: +75% vs beam shields (Rosario/Elisalotte AURA shields): 60% vs guard abilities: +50% vs Force Barrier and associated abilities: +45% vs Baltheon/Rouche Barrier/Barrier Field item: +40% vs Ivis HD Chain Guard: Maximum 3 damage vs Amot Vainic: Maximum 2 damage
Pierce Long Rifle: vs armor/physical shields/Eris Rejection: +100% (effectively negates these defenses) vs beam shields (Rosario/Elisalotte AURA shields): +80% vs guard abilities: +70% vs Force Barrier and associated abilities: +50% vs Baltheon/Rouche Barrier/Barrier Field item: +45% vs Ivis HD Chain Guard: Maximum 10 damage vs Amot Vainic: Maximum 7 damage
Shots that hit Chain Guard or Amot Vainic are unique in that there is a numerical limit for each weapon on how much damage can be dealt directly to the target. To elaborate on a shot that passes through multiple defenses, let's take an untuned PLR at 10TEC, therefore dealing its base 35 damage. It passes through a Baltheon barrier (missing the Baltheon itself), entered a Rouche Barrier field, and hit a Rosario shield of a bot hiding in the field. The damage done directly to the bot would be (35 x 0.45 x 0.45 x 0.8 = 5.67, round to 6). The Rosario shield will also take reduced damage, taking only (35 x 0.45 x 0.45 = 7 damage).
All of Hu's melee attacks also have the ability to deal damage through defenses that would otherwise block it. It this case, melee attacks use the PASMG armor-piercing characteristics, although the numbers for guard abilities and Force Barriers aren't applicable because those abilities do not block melee attacks.
To sum up.
2 paths (Pistol/Assault Rifle [Melee-oriented] or SMG/Long Rifle [Heavily gun-oriented, long-range]) All guns have armor-piercing capabilities. Kuten kicks available in Pistol/AR path, only while using Pistol Self LR buff available while aiming through Long Rifle scope on SMG/Long Rifle path. Guard ability ALL HIS MELEE ATTACKS ARE TEC-BASED.
New things. I introduce attack combinations. Fire Explosion: When a bot on fire is hit by an explosive projectile/attack, it generates a large AOE explosion that deals double damage to the bot,on top of whatever the target is gonna take, as well 1x damage to every other enemy in the AOE. Extinguishes burning bot. Shock Burst: When a bot suffering from shock or repeat stun is hit by a lightning gun or anything similar, his immediate surroundings crackle with electricity, dealing double damage to target, 1x damage to every other enemy, as well as dealing either shock or repeat stun to them. However, you cannot use the effects of a shock burst to prime for another one. Any bot that gets hit with shock/repeat stun as a result of a shock burst can never used to set off another shock burst. | |
| | | Koiro God Poster
Posts : 5490 Join date : 2012-09-16 Age : 26 Location : Somewhere in the state of Country
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 9:16 pm | |
| - That_Wiesel_Guy wrote:
- BARILLIAN wrote:
- JinNJuice wrote:
- I'd like to see a male ART type humanoid. They don't all have to be LND. Actually, the only non LND male humanoid is Lios. Even Jace the ZERO type is a LND.
dudes garapon
Tim (SUP) Valdez (ART) new non-joke Victor (AIR) Jet (LND) I throw my money at my screen but nothing happens. I'll help you | |
| | | HashiriyaR32 Molcars Feasting
Posts : 620 Join date : 2010-10-02 Age : 34 Location : Toronto, Canada
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 9:18 pm | |
| I'd like to see a male ART type humanoid.
There is a such a thing for the Korean version.
Just gotta find that damn thing again. | |
| | | JinNJuice Regular Poster
Posts : 449 Join date : 2011-07-10
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 9:29 pm | |
| - HashiriyaR32 wrote:
- I'd like to see a male ART type humanoid.
There is a such a thing for the Korean version.
Just gotta find that damn thing again. O gawd, do tell then. We also need a male SUP type too. Maybe one that has stuff, like Shock, Disorder, and Bad Homing. | |
| | | StickyKeys Master Poster
Posts : 2670 Join date : 2010-12-31 Age : 36 Location : Philippines
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 9:53 pm | |
| - That_Wiesel_Guy wrote:
- BARILLIAN wrote:
- JinNJuice wrote:
- I'd like to see a male ART type humanoid. They don't all have to be LND. Actually, the only non LND male humanoid is Lios. Even Jace the ZERO type is a LND.
dudes garapon
Tim (SUP) Valdez (ART) new non-joke Victor (AIR) Jet (LND) I throw my money at my screen but nothing happens. Try throwing coins. If nothing happens, your screen is broken. Buy a new one then try throwing money at it again. | |
| | | Sakura1 Crab
Posts : 5579 Join date : 2013-06-25 Location : Bad Cake I hope u choke on watermelons
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 10:01 pm | |
| - StickyKeys wrote:
- That_Wiesel_Guy wrote:
- BARILLIAN wrote:
dudes garapon
Tim (SUP) Valdez (ART) new non-joke Victor (AIR) Jet (LND) I throw my money at my screen but nothing happens. Try throwing coins. If nothing happens, your screen is broken. Buy a new one then try throwing money at it again. ill help while that garapon gets girls which unlocks " Marriage Mode " on them o3o must throw moar money onto my screen OAO Marriage Mode: most connect to either pair in male garapon to unlock farther skills and power! lasts as long as each are alive! | |
| | | BARILLIAN Regular Poster
Posts : 285 Join date : 2010-08-26
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 10:03 pm | |
| - JinNJuice wrote:
- We also need a male SUP type too. Maybe one that has stuff, like Shock, Disorder, and Bad Homing.
I'm reminded that we've never seen Hateck. He sounds like a SUP kind of dude. but really just give me my wondersteal weapon already pls cs it's been like two yearsAlso: Extend Boost BS: 60 cost, LND/ART/SUP, equipped robot gets an extra 3 seconds of flight time (don't worry, Diana can't get it). Extend Walk BS: 60 cost, AIR/ART/SUP, equipped robot moves at LND speeds for walking, hopping and boost running.
Last edited by BARILLIAN on Tue Mar 11, 2014 10:41 pm; edited 4 times in total | |
| | | StickyKeys Master Poster
Posts : 2670 Join date : 2010-12-31 Age : 36 Location : Philippines
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 10:20 pm | |
| - Sakura1 wrote:
- StickyKeys wrote:
- That_Wiesel_Guy wrote:
I throw my money at my screen but nothing happens. Try throwing coins. If nothing happens, your screen is broken. Buy a new one then try throwing money at it again. ill help while that garapon gets girls which unlocks " Marriage Mode " on them o3o must throw moar money onto my screen OAO
Marriage Mode: most connect to either pair in male garapon to unlock farther skills and power! lasts as long as each are alive! >Marriage mode >Connects Chloe with Dracken >ChloexJikun fags gets mad | |
| | | Winty God Poster
Posts : 8419 Join date : 2011-06-12 Location : california
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 10:43 pm | |
| - BARILLIAN wrote:
- Winty wrote:
- goodtune and high goodtune
Fine, but you also get High Range Beta (+10% range, -5% speed) and Great Range Beta (+15% range, -10% speed) in exchange at first I was like "but...why" and then i realized people will actually tune these. | |
| | | Axanael [SKELETOR]
Posts : 1319 Join date : 2012-08-02 Age : 27 Location : Team Manager for WoW
| Subject: Re: ideas for bots,mechanics and weapons Tue Mar 11, 2014 11:36 pm | |
| really fat versions of GForce GRapid and GRange with no penalties. | |
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