(Updated: Alterations) |
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| Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. | | Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Vertical scatter angle: {{+|-50%}}<br/> Horizontal spread angle: {{+|-50%}}<br/> Rotation speed: {{-|- | + | Vertical scatter angle: {{+|-50%}}<br/> Horizontal spread angle: {{+|-50%}}<br/> Rotation speed: {{-|-30%}} |
| 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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| 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 ( | + | Hitting an enemy ignites it (3% 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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| Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. | | Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Ammunition per clip: {{+|+2}}<br/> Clip reload: {{-|+ | + | Ammunition per clip: {{+|+2}}<br/> Clip reload: {{-|+15%}}<br/> Shot reload: {{-|+10%}} |
| 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=]] | ||
|- | |- | ||
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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}}<br/> Clip reload {{-|+ | + | Shot reload: {{+|-85%}}<br/> Ammunition per clip: {{-|-1}}<br/> Clip reload {{-|+15%}} |
| 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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| Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time. | | Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy adds | + | Destroying an enemy adds 3 shots to clip [[File:Plus.png|link=]]<br/> Clip reload: {{-|+10%}} |
| style="text-align: center;" | [[File:IconsNormal_26.png|link=General]]<br/> 200 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_26.png|link=General]]<br/> 200 000 [[FIle:Crystal.png|link=]] | ||
|} | |} | ||
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| Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once. | | Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Reload: {{+|-50%}}<br/> Minimum damage: {{-|-25%}}<br/>Maximum damage: {{-|-25%}}<br/>Projectile speed: {{-|- | + | Reload: {{+|-50%}}<br/> Minimum damage: {{-|-25%}}<br/>Maximum damage: {{-|-25%}}<br/>Projectile speed: {{-|-50%}}<br/>Maximum number of ricochets: {{-|<nowiki>=1</nowiki>}} |
| style="text-align: center;" | [[File:IconsNormal_22.png|link=Colonel]]<br/> 120 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_22.png|link=Colonel]]<br/> 120 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
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| In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank. | | In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy adds 100% to energy [[File:Plus.png|link=]]<br/> Energy used per shot: {{-|+ | + | Destroying an enemy adds 100% to energy [[File:Plus.png|link=]]<br/> Energy used per shot: {{-|+30%}} |
| style="text-align: center;" | [[File:IconsNormal_26.png|link=General]]<br/> 200 000 [[FIle:Crystal.png|link=]] | | style="text-align: center;" | [[File:IconsNormal_26.png|link=General]]<br/> 200 000 [[FIle:Crystal.png|link=]] | ||
|} | |} |
Revision as of 08:15, 20 July 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