Rough Concept: Tuneups: Difference between revisions
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'''Override Safeties''' - Shift+crouch activates an overcharged state. Energy weapons get a solid damage bonus, attacking with energy weapons damages you.<br> | '''Override Safeties''' - Shift+crouch activates an overcharged state. Energy weapons get a solid damage bonus, attacking with energy weapons damages you.<br> | ||
'''Moar Dakka''' - Improved ammo count<br> | '''Moar Dakka''' - Improved ammo count<br> | ||
Improved Cooling - Heat dissipation improved.<br> | '''Improved Cooling''' - Heat dissipation improved.<br> | ||
Penetrating Ordinance - Improved critical chance with ballistic shots<br> | '''Penetrating Ordinance''' - Improved critical chance with ballistic shots<br> | ||
'''Shock-wave''' - Knockdown chance with explosive scaled to damage dealt.<br> | '''Shock-wave''' - Knockdown chance with explosive scaled to damage dealt.<br> | ||
'''Parry''' - Successful melee attack boosts resistance briefly.<br> | '''Parry''' - Successful melee attack boosts resistance briefly.<br> |
Revision as of 14:05, 4 December 2012
Ok, here's the idea. You get one free offense, defense, passive, and support unlocked for both tech and bio.
You can only slot ONE unlocked offense, one unlocked defense, one unlocked support, and one unlocked passive when your mech is not active through a menu in the HUD.
Leveling up unlocks more of these tune-up options. But you may never slot more then 1 support, 1 offense, 1 defense, and one active. A level 150 player fights on the same footing as a level 1 player. The level 1 player can't optimize for multiple load-outs however but they only got one mech so it's not much of an issue for them.
Support does NOT recharge, you get an allowance per life, when you burn it up, it's gone. The allowance is currently based on the cost of the support abilities and how far down the tree they are since there is no such thing as dependencies for any of this.
For team games we can create a re-arm terminal for each team, and teams can retreat to base to re-arm. For FFA game-play, based on how crowded the map is, we can spawn random ammo crates people can hunt down for a rearm. The ammo crates need to be scarce enough that people will fight over one.
If you add to this article, please sign what you add. you may do so via ~~~
Tech
Offense
Improved Focus - Increased Laser Range (would require migration to ray casting on all lasers)
Override Safeties - Shift+crouch activates an overcharged state. Energy weapons get a solid damage bonus, attacking with energy weapons damages you.
Moar Dakka - Improved ammo count
Improved Cooling - Heat dissipation improved.
Penetrating Ordinance - Improved critical chance with ballistic shots
Shock-wave - Knockdown chance with explosive scaled to damage dealt.
Parry - Successful melee attack boosts resistance briefly.
Burn Baby Burn - Heat attacks inflict a lingering DoT that hampers heat recovery. Cauterizes biomechs, preventing them from recovering armor for a bit.
Sniper - Not changing position and not firing gives you a rising damage bonus until you fire a shot.
Defense
Ferro-Fibrous Armor - Improved maximum armor.
CASE - Reduced chance of critical hits
Re-tuned Gyros - Knock Resistance
ECM - Lock ons randomly fail against you
Reinforced Joints - Resistance to being legged.
Support
Repair Bay - Can summon a repair bay 3 times per life.
Ammo Drop - Can summon an ammo depot 3 times per life.
Artillery Strike - 3 times per life
Gravimetric Mine - 2 times per life
Mine Field - 2 times per life
Turret - 2 times per life
Support Droid - 1 time per life
Dark Matter Bomb - 1 time per life
Passive
Field Mechanic - Facing an adjacent shut down mech with everything disarmed slowly repairs it.
Cybernetics - Able to equip biomech equipment, no penalty, the penalty is not taking other passive stuff.
Improved Actuators - Able to move faster.
Composite Frame - Improved Buoyancy
Overload - Improved load points.
Active Probe - Show enemy hit points
Reactor Boost - Improved utility Recharge
Final Eff you - You ALWAYS go nuclear on defeat.
Bio
Note: this assumes you use that reserve HP option discussed earlier for biomechs. They convert a "stamina" pool to hp instead of infinite regeneration. Over time they run out of ability to repair HP.
Offense
Caustic Acid - Improved crit chance with acid.
Chemical Reaction - Chemical damage makes enemy mech slightly more vulnerable to damage briefly DOES NOT STACK.
Rattling Strike - Sonic damage decreases enemy mech damage briefly, DOES NOT STACK.
Glandular Growth - Improved Ammo
Reinforced Muscles - Improved knockdown chance.
Alkaline - Reduced energy cost for acid
Combo - Successful melee attack boosts melee damage, stacks twice.
Exploit Weakness - Improved damage vs things that have been knocked down.
Adrenaline Rush - Damage bonus to melee that rises as your armor gets closer to critical.
Defense
Heightened Stamina - Stamina gauge is increased.
Toughened Hide - Armor is increased, not as large as Heightened stamina, immediate health is a premium
Lightning Reflexes - Reduced Knockdown Chance
Quickened Recovery - Stamina converts to Armor faster
Improved Ligaments - Resistance to being legged
Support
Bio Canister - 3 times per life
Locust Strike - 3 times per life
Spore Cloud - 4 times per life
Bio Turret - 2 times per life
Tentacle Field - 2 times per life
Worm Hole - 2 times per life
Spore Blast - 1 time per life
Support bio Droid - 1 time per life
Passive
Medic - Facing a shut down biomech with all weapons disarmed causes it to slowly regenerate stamina.
Hybrid Splurge - Able to equip tech equipment. No penalty. The penalty instead is you are locked out the other passives.
Growth - Improved load points.
Bio Probe - Show enemy hit points
Quickened Muscles - Improved Speed
Adrenaline - Improved utility recharge
Light Frame - Improved buoyancy
Messy Death - When defeated you explode acid in a burst all about you, inflicting rather strong DoT.
Eclypse
Incomplete.
Offense
Shield Inversion - Pressing Crouch+shift causes your shields to invert, turning them into an attack. you deal 1.5X the left-over shields value in damage in a burst around you, knock everything back, and knock it down. Your shield drops to 0 when you use this move.
Divert Power - Pressing Crouch+shift cashes your shields in. you gain a bonus to damage for the next 10 seconds equal to the percentage left over on your shields. Full shields double damage. Your shield drop to 0 when you use this move.
Pulse Wave Resonance - Hitting a mech with pulse wave makes it more vulnerable to pulse wave, stacks 3 times.
Shield-Empowered Melee - Melee gets a damage bonus equal to 2+10% of your shield's percentage. So full shields grant +12% damage damage bonus, 50% shields grant a 7%, no shields grant a 2%
Shield Lash Back - Shields have a chance based on damage absorbed of emitting a pulse that deals damage and knocks down nearby mechs.
Shield-Blast - Pressing Crouch + shift converts your shields into a laser that deals damage equal leftover shields X2.
Shield Resonance - Taking damage to shields grants a temporary damage bonus.
Pulse Disruption - Pulse wave attacks reduce utility recharge briefly.
Pulse Drive - Pulse wave attacks have a chance to knock down based on damage dealt.
Defense
Retuned Shields - Shield recharge increased.
Amplified Shields - Max shields increased.
Reinforced Armor - Max armor increased.
Cycle Shields - When you take damage your shields re-tune to resist that damage. Resistance stacks up until you take damage from a different source or you hit some pre-defined resistance limit for this ability
Evasive Action - When shields are expended you get a speed boost and a sudden refuel on your vert drive if you have one. This may only trigger once per minute.
Support
We're going to need some of these, or something else to put in this slot.
Passive
Energy Amplification - Improved Utility regen.
Quantum Probe - Show enemy mech HP