(Updated: Alterations) |
(Updated: Alterations) |
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| Pellets with the striking name "Dragons breath" ignite enemy tanks, increasing overall damage from the shot. Effective only on a short distance due to the increased pellet spread. | | Pellets with the striking name "Dragons breath" ignite enemy tanks, increasing overall damage from the shot. Effective only on a short distance due to the increased pellet spread. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Hitting an enemy ignites it (2.2% of max temp. per pellet) [[File:Plus.png|link=]]<br/> Vertical scatter angle: {{-|+ | + | Hitting an enemy ignites it (2.2% of max temp. per pellet) [[File:Plus.png|link=]]<br/> Vertical scatter angle: {{-|+50%}}<br/> Horizontal spread angle: {{-|+100%}} |
| style="text-align: center;" | [[File:IconsNormal_11.png|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_11.png|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
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| Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete. | | Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Shot reload: {{+|-85%}}<br/> Ammunition per clip: {{-|-1}} | + | Shot reload: {{+|-85%}}<br/> Ammunition per clip: {{-|-1}}<br/> Clip reload {{-|-10%}} |
| style="text-align: center;" | [[File:IconsNormal_21.png|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_21.png|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
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| Power accumulation is faster, but at the same time it becomes harder to avoid overshooting or undershooting due to missing the required level of power. | | Power accumulation is faster, but at the same time it becomes harder to avoid overshooting or undershooting due to missing the required level of power. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Amplification time: -33% | + | Amplification time: -33% <br/> Reload time {{-|+20%}} |
| style="text-align: center;" | [[File:IconsNormal_08.png|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_08.png|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
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| Reinforced turret platform allows turning of the gun horizontally. Because of the monolithic structure of the gun carriage it becomes impossible to lower or raise the gun barrel. | | Reinforced turret platform allows turning of the gun horizontally. Because of the monolithic structure of the gun carriage it becomes impossible to lower or raise the gun barrel. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Ability to rotate turret horizontally [[File:Plus.png|link=]]<br/> Fixed angle of elevation: {{-| | + | Ability to rotate turret horizontally [[File:Plus.png|link=]]<br/> Fixed angle of elevation: {{-|3 °}}<br/>Projectile gravitation: -50% |
| style="text-align: center;" | [[File:IconsNormal_12.png|link=Warrant Officer 2]]<br/> 40 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_12.png|link=Warrant Officer 2]]<br/> 40 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
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| The turret fires mines instead of shells. When hitting a tank the mine explodes, and when it misses — remains at the hit spot, so somebody can go over it and blow it up. Damage from these mine-rounds is less than from regular shells. | | The turret fires mines instead of shells. When hitting a tank the mine explodes, and when it misses — remains at the hit spot, so somebody can go over it and blow it up. Damage from these mine-rounds is less than from regular shells. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Lay mines [[File:Plus.png|link=]] {{hint|i|Your own supplies will not be used, and the mine lasts for thirty seconds.}}<br/> Maximum damage: {{-|- | + | Lay mines [[File:Plus.png|link=]] {{hint|i|Your own supplies will not be used, and the mine lasts for thirty seconds.}}<br/> Maximum damage: {{-|-15%}} |
| style="text-align: center;" | [[File:IconsNormal_16.png|link=Third Lieutenant]]<br/> 60 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_16.png|link=Third Lieutenant]]<br/> 60 000 [[FIle:Crystal.png|link=]] | ||
|} | |} |
Revision as of 15:53, 27 May 2019

Alterations are modifiers that allow a player to alter gameplay features of turrets while keeping them within the overall game's balance. For example, an alteration can weaken one characteristic in favor of strengthening another one.
Contents
- 1 Important Information
- 2 General Information
- 3 Obtaining Alterations
- 4 Alterations
- 5 List of Alterations & Other Info
- 5.1 Alterations for Firebird
- 5.2 Alterations for Freeze
- 5.3 Alterations for Isida
- 5.4 Alterations for Hammer
- 5.5 Alterations for Twins
- 5.6 Alterations for Ricochet
- 5.7 Alterations for Smoky
- 5.8 Alterations for Striker
- 5.9 Alterations for Vulcan
- 5.10 Alterations for Thunder
- 5.11 Alterations for Railgun
- 5.12 Alterations for Magnum
- 5.13 Alterations for Shaft
Important Information
- A total of fifty-one alterations are available for purchase at the moment.
- Alterations can be purchased for crystals in the Garage.
- Alterations for standard items can be equipped with XT skins.
- Alterations have a separate setting under Pro Pass battle creation system, instead of being bunched under Micro-upgrades. Now they can be turned on or off independently.
- Developing alterations for hulls is not planned (excluding options like equipping XT skins).
- You can see alterations of other players equipped in battle by pressing R or V.
- XT skins can now be found under Alterations [Only for turrets and hulls that are having XT skins], where a player can equip or unequip them according to their wish. However, they do not affect any features of a hull or turret apart from visual appearance.
General Information
- Alterations unlock according to your rank.
- Already bought/unlocked alterations won't disappear at any time.
- You can equip an alteration or un-equip an alteration and get back to standard settings at any time.
- Changing an alteration during a battle will cause self-destructing and a five-minute pause for changing other alterations (just like changing hulls, turrets and other items).
- Only 1 alteration can be equipped at any given time.
Obtaining Alterations
Alterations can be obtained in the Garage for crystals as soon as the required rank is reached.
- Go to the Garage.
- Click on the turret you want to obtain the alteration of.
- The menu of the turret will be displayed. Click on the center green box to the right of the screen.
- All alterations available to be purchased/equipped will show up.
Alterations
The following tables contain all the current alterations. Some of these alterations modify specific turret's parameters to alter the turret's performances during a battle, leading to an increase or a decrease on a specific parameter's value for a turret, thus modifying that turret's performances, but always remaining in between the overall game balance's boundaries.
In the following tables you will find specific color-codes, as follow:
- GREEN TEXT — green text is associated to an increase of a specific parameter's value
- RED TEXT — red text is associated to a decrease of a specific parameter's value
In addition to the color-codes, you will also find specific effects' markers, as follow:
— this marker is associated to a positive effect on a turret's performances produced by an alteration
— this marker is associated to a negative effect on a turret's performances produced by an alteration