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- MK2 Re-balance
- Part 1: The problem
- 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.
- Part 2: New Roles
- Light Bots
- 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.
- 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.
- Assault Bots
- Stealth - Fast high masking assaults
- Sniper - Long range skirmishers with high damage low defense and medium speed.
- Mechs
- Assault - Fast medium range damage dealers with reduced utility and ability to sustain damage
- Bunker - Extremely resilient tankers with reduced utility and the ability to do consistent damage.
- Heavy Mechs
- Artillery - Long range glass cannon snipers. See the sniper role but bigger and far more expensive.
- Command - Bonus to signal detection and nexus module trading reduced damage for a MONSTER tank.
- Part 3: Examples
- Before you read:
- 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.
- Also I will only be covering pellistal bots here as that is all I have played for a long period of time.
- [Castel MK2: Covert Ops Configuration]
- 2 High Slots
- 4 Missile Launchers
- 2 Low Slots
- Bonuses:
- 5% Accumulator Recharge
- 5% Signal Masking
- 1% Velocity
- Role Bonus:
- Able to run a detector and masker at the same time
- -100% Module Weight
- [Castel MK2: Evasive Configuration]
- 2 High Slots
- 4 Missile Launchers
- 2 Low Slots
- Bonuses:
- 5% Missile Damage
- 5% Locking Time
- -5% Hit Size
- Role Bonus:
- Immunity to demobilization
- Immunity to explosion damage
- [Waspish MK2: Stealth Configuration]
- 4 High Slots
- 4 Missile Launchers
- 1 Low Slots
- Bonuses:
- 5% Missile Damage
- 5% Locking Speed
- 1% Velocity
- Role Bonus:
- 50% Masking
- [Waspish MK2: Sniper Configuration]
- 3 High Slots
- 5 Missile Launchers
- 1 Low Slots
- Bonuses:
- 5% Missile Damage
- 5% Missile Range
- 5% Locking Time
- Role Bonus:
- 15% Missile Range
- 50% Locking Range
- [Tyranos MK2: Assault Configuration]
- 4 High Slots
- 4 Launchers
- 2 Low Slots
- 5% Missile Damage
- 5% Lock Time
- 1% Velocity (Trade for recharge bonus)
- Role Bonus:
- 25% Missile Cycle Time
- [Tyranos MK2: Bunker Configuration]
- 3 High Slots
- 4 Launchers
- 4 Low Slots
- 5% Missile Damage
- 5% Lock Time
- 5% Recharge Rate
- Role Bonus:
- 25% Shield Absorbsion
- -80% to shield cycle time (reduce to 1 second)
- [Gropho MK2: Artillery Configuration]
- 4 High Slots
- 6 Launchers
- 3 Low Slots
- Bonuses:
- 5% Missile Damage
- 2% Missile Range
- 5% Lock Time
- Role Bonus:
- -25% Missile Cycle Time
- 50% Locking Range
- [Gropho MK2: Command Configuration]
- 4 High Slots
- 6 Launchers
- 4 Low Slots
- Bonuses:
- 7.5% Shield Absorbtion (Trades damage bonus for increased tanking bonus)
- 5% Locking Time
- Role Bonus:
- 100% Detection (Should be the farthest seeing robot in the game when equiping a detector)
- 100% Locking Range
- 25% Nexus Effects (We can divide the bonuses up among the races as we see fit for specific nexus)
- 30% Missile Range
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