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Sep 6th, 2013
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  1. MK2 Re-balance
  2.  
  3. Part 1: The problem
  4.  
  5. While MK2 bots are nice, they don’t really create any interesting gameplay by being better at everything than their MK1 counterparts. These new MK2 bots address this problem by not being complete upgrades in every way. For everything they gain they will lose something as well. The role of these MK2 bots will be more specialized than their MK1 counterparts, often with less total fitting slots in exchange for increased bonuses. Each bot should have bonuses and slot layouts that support its role but don't make its cousin bots obsolete for said role. We will only be covering combat bots for now, we can give ewar bots special roles after the combat situation is resolved.
  6.  
  7. Part 2: New Roles
  8.  
  9. Light Bots
  10. Covert Ops - Fast scout bot with the ability to operate a masker and detector at the same time. Has no weight penalty on speed for fitting modules. The ultimate bot for keeping eyes on someone. Balanced because of proximity probes, walls and teraforming.
  11. Evasive - Fast bots with a very small hit size and immunity to demobs and explosion damage. Perfect for taking on bigger targets in small numbers.
  12.  
  13. Assault Bots
  14. Stealth - Fast high masking assaults
  15. Sniper - Long range skirmishers with high damage low defense and medium speed.
  16.  
  17. Mechs
  18. Assault - Fast medium range damage dealers with reduced utility and ability to sustain damage
  19. Bunker - Extremely resilient tankers with reduced utility and the ability to do consistent damage.
  20.  
  21. Heavy Mechs
  22. Artillery - Long range glass cannon snipers. See the sniper role but bigger and far more expensive.
  23. Command - Bonus to signal detection and nexus module trading reduced damage for a MONSTER tank.
  24.  
  25. Part 3: Examples
  26.  
  27. Before you read:
  28. Light combat bots will need to be buffed with a 3/2 and 2/3 layout respectively for them to make sense with the MK2 variants I am describing here along with other changes such as an increase in locking range.
  29. Also I will only be covering pellistal bots here as that is all I have played for a long period of time.
  30.  
  31. [Castel MK2: Covert Ops Configuration]
  32. 2 High Slots
  33. 4 Missile Launchers
  34. 2 Low Slots
  35.  
  36. Bonuses:
  37. 5% Accumulator Recharge
  38. 5% Signal Masking
  39. 1% Velocity
  40.  
  41. Role Bonus:
  42. Able to run a detector and masker at the same time
  43. -100% Module Weight
  44.  
  45. [Castel MK2: Evasive Configuration]
  46. 2 High Slots
  47. 4 Missile Launchers
  48. 2 Low Slots
  49.  
  50. Bonuses:
  51. 5% Missile Damage
  52. 5% Locking Time
  53. -5% Hit Size
  54.  
  55. Role Bonus:
  56. Immunity to demobilization
  57. Immunity to explosion damage
  58.  
  59. [Waspish MK2: Stealth Configuration]
  60. 4 High Slots
  61. 4 Missile Launchers
  62. 1 Low Slots
  63.  
  64. Bonuses:
  65. 5% Missile Damage
  66. 5% Locking Speed
  67. 1% Velocity
  68.  
  69. Role Bonus:
  70. 50% Masking
  71.  
  72. [Waspish MK2: Sniper Configuration]
  73. 3 High Slots
  74. 5 Missile Launchers
  75. 1 Low Slots
  76.  
  77. Bonuses:
  78. 5% Missile Damage
  79. 5% Missile Range
  80. 5% Locking Time
  81.  
  82. Role Bonus:
  83. 15% Missile Range
  84. 50% Locking Range
  85.  
  86. [Tyranos MK2: Assault Configuration]
  87.  
  88. 4 High Slots
  89. 4 Launchers
  90. 2 Low Slots
  91.  
  92. 5% Missile Damage
  93. 5% Lock Time
  94. 1% Velocity (Trade for recharge bonus)
  95.  
  96. Role Bonus:
  97.  
  98. 25% Missile Cycle Time
  99.  
  100. [Tyranos MK2: Bunker Configuration]
  101.  
  102. 3 High Slots
  103. 4 Launchers
  104. 4 Low Slots
  105.  
  106. 5% Missile Damage
  107. 5% Lock Time
  108. 5% Recharge Rate
  109.  
  110. Role Bonus:
  111.  
  112. 25% Shield Absorbsion
  113. -80% to shield cycle time (reduce to 1 second)
  114.  
  115. [Gropho MK2: Artillery Configuration]
  116.  
  117. 4 High Slots
  118. 6 Launchers
  119. 3 Low Slots
  120.  
  121. Bonuses:
  122. 5% Missile Damage
  123. 2% Missile Range
  124. 5% Lock Time
  125.  
  126. Role Bonus:
  127. -25% Missile Cycle Time
  128. 50% Locking Range
  129.  
  130. [Gropho MK2: Command Configuration]
  131.  
  132. 4 High Slots
  133. 6 Launchers
  134. 4 Low Slots
  135.  
  136. Bonuses:
  137. 7.5% Shield Absorbtion (Trades damage bonus for increased tanking bonus)
  138. 5% Locking Time
  139.  
  140. Role Bonus:
  141.  
  142. 100% Detection (Should be the farthest seeing robot in the game when equiping a detector)
  143. 100% Locking Range
  144. 25% Nexus Effects (We can divide the bonuses up among the races as we see fit for specific nexus)
  145. 30% Missile Range
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