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*Already bought/unlocked alterations won't disappear at any time. | *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. | *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 five minute pause for changing other alterations (just like changing hulls, turrets and other items). | + | *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. | *Only 1 alteration can be equipped at any given time. | ||
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==Alterations== | ==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.<br><br> | 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.<br><br> | ||
− | In the following tables you will find specific | + | In the following tables you will find specific color-codes, as follow: |
*<span style="color:green">'''GREEN TEXT'''</span> — green text is associated to an increase of a specific parameter's value | *<span style="color:green">'''GREEN TEXT'''</span> — green text is associated to an increase of a specific parameter's value | ||
*<span style="color:red">'''RED TEXT'''</span> — red text is associated to a decrease of a specific parameter's value | *<span style="color:red">'''RED TEXT'''</span> — red text is associated to a decrease of a specific parameter's value | ||
− | In addition to the | + | In addition to the color-codes, you will also find specific effects' markers, as follow: |
*[[File:Plus.png|link=]] — this marker is associated to a positive effect on a turret's performances produced by an alteration | *[[File:Plus.png|link=]] — this marker is associated to a positive effect on a turret's performances produced by an alteration | ||
*[[File:Minus.png|link=]] — this marker is associated to a negative effect on a turret's performances produced by an alteration<br> | *[[File:Minus.png|link=]] — this marker is associated to a negative effect on a turret's performances produced by an alteration<br> | ||
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! style="text-align: center; font-weight:bold; background-color:#413b3b; width:11%;" | Available from<br/>Price | ! style="text-align: center; font-weight:bold; background-color:#413b3b; width:11%;" | Available from<br/>Price | ||
|- | |- | ||
− | | style="text-align: center;" | High pressure pump<br>[[File:alteration_firebird_high_pressure_pump.png|link=]] | + | | style="text-align: center;" | High-pressure pump<br>[[File:alteration_firebird_high_pressure_pump.png|link=]] |
− | | Improved hit distance for range targets: the stream of fire will shoot slightly further, maximum hit distance is increased. Requires a more precise aiming. | + | | Improved hit distance for mid-range targets: the stream of fire will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. |
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
− | Minimum range: {{+|+10%}}<br/>Maximum range: {{+|+100%}}<br/>Cone angle: {{-|-75%}} | + | Minimum damage range: {{+|+10%}}<br/>Maximum damage range: {{+|+100%}}<br/>Cone angle: {{-|-75%}} |
− | | style="text-align: center;" | [[File:IconsNormal_08.png|link=Master Sergeant]] | + | | style="text-align: center;" | [[File:IconsNormal_08.png|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
− | <br/> 20 000 [[ | ||
|- | |- | ||
| style="text-align: center; " | Compact fuel tanks<br>[[File:alteration_firebird_compact_fuel_tanks.png|link=]] | | style="text-align: center; " | Compact fuel tanks<br>[[File:alteration_firebird_compact_fuel_tanks.png|link=]] | ||
− | | | + | | Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption. |
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
− | + | Maximum temperature limit: {{+|+100%}}<br/>Heating rate: {{+|+100%}}<br/>Energy consumption: {{-|+50%}} | |
− | | style="text-align: center;" | [[File:IconsNormal_18.png|link=First Lieutenant]] | + | | style="text-align: center;" | [[File:IconsNormal_18.png|100px|link=First Lieutenant]]<br/> 70 000 [[FIle:Crystal.png|14px|link=]] |
− | <br/> 70 000 [[ | ||
|- | |- | ||
| style="text-align: center;" | Incendiary mix<br>[[File:alteration_firebird_incendiary_mix.png|link=]] | | style="text-align: center;" | Incendiary mix<br>[[File:alteration_firebird_incendiary_mix.png|link=]] | ||
| Termite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect. | | Termite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect. | ||
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
− | Damage: {{+|+50%}}< | + | Damage per tick: {{hint|i|"Damage per tick" is when the turret deals damage. Commonly confused with DPS (Damage per second), damage per second differs from damage per tick because DPS is how much damage is dealt within a second, while DPT is how much is dealt everytime the indicator "ticks", which is not necessarily once per second.}} {{+|+50%}}<br/>Energy consumption: {{+|-50%}}<br/>Afterburning effect disabled [[File:Minus.png|link=]] |
− | | style="text-align: center;" | [[File:IconsNormal_24.png|link=Major General]] | + | | style="text-align: center;" | [[File:IconsNormal_24.png|100px|link=Major General]]<br/> 160 000 [[FIle:Crystal.png|14px|link=]] |
− | <br/> 160 000 [[ | ||
|} | |} | ||
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! style="text-align: center; font-weight:bold; background-color:#413b3b; width:11%;" | Available from<br/>Price | ! style="text-align: center; font-weight:bold; background-color:#413b3b; width:11%;" | Available from<br/>Price | ||
|- | |- | ||
− | | style="text-align: center;" | High pressure pump<br/>[[File:Alteration_freeze_high_pressure_pump.png|link=]] | + | | style="text-align: center;" | High-pressure pump<br/>[[File:Alteration_freeze_high_pressure_pump.png|link=]] |
− | | Improved hit distance for range targets: the stream of freon will shoot slightly further, maximum hit distance is increased. Requires a more precise aiming. | + | | Improved hit distance for mid-range targets: the stream of freon will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Minimum range: {{+|+10%}}<br/> Maximum range: {{+|+100%}}<br/> Cone angle: {{-|-75%}} | + | Minimum damage range: {{+|+10%}}<br/> Maximum damage range: {{+|+100%}}<br/> Cone angle: {{-|-75%}} |
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Corrosive mix<br/>[[File:Alteration_freeze_corrosive_mix.png|link=]] | | style="text-align: center;" | Corrosive mix<br/>[[File:Alteration_freeze_corrosive_mix.png|link=]] | ||
− | | Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. | + | | Swapping cooling agent with an acid mixture, which eats through even the most sturdy armor in mere seconds. The freezing effect is removed. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Damage: {{+|+ | + | Damage per second: {{+|+5%}}<br/> Freezing effect disabled [[File:Minus.png|link=]] |
− | | style="text-align: center;" | [[File:IconsNormal_20.png|link=Major]]<br/> 90 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_20.png|100px|link=Major]]<br/> 90 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Shock freeze<br/>[[File:Alteration_freeze_shock freeze.png|link=]] | | style="text-align: center;" | Shock freeze<br/>[[File:Alteration_freeze_shock freeze.png|link=]] | ||
− | | Quickly and effectively | + | | Quickly and effectively turn tanks into solid and immobile pieces of ice. In conditions of a limited space in the turret, several battle mechanisms had to be removed, which lowered damage and energy consumption. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Freezing rate: {{+|+ | + | Freezing rate: {{+|+200%}}<br/> Energy consumption: {{+|-50%}}<br/> Damage: {{-|-30%}} |
− | | style="text-align: center;" | [[File:IconsNormal_25.png|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_25.png|100px|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
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|- | |- | ||
| style="text-align: center;" | Broadband radiators<br/>[[File:Alteration_isida_broadband_radiators.png|link=]] | | style="text-align: center;" | Broadband radiators<br/>[[File:Alteration_isida_broadband_radiators.png|link=]] | ||
− | | Broadband radiators with shortened | + | | Broadband radiators with a shortened range for easier aiming. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Cone angle: {{+|+200%}}<br/> Range: {{-|-25%}} | Cone angle: {{+|+200%}}<br/> Range: {{-|-25%}} | ||
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Support nanobots<br/>[[File:Alteration_isida_support_nanobots.png|link=]] | | style="text-align: center;" | Support nanobots<br/>[[File:Alteration_isida_support_nanobots.png|link=]] | ||
− | | Part of the destroyer-nanobots reconfigured into repair mode. Improved healing in exchange for lower damage. | + | | Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Health healed: {{+|+ | + | Health healed per second: {{+|+100%}}<br/> Damage per second: {{-|-50%}} |
− | | style="text-align: center;" | [[File:IconsNormal_15.png|link=Warrant Officer 5]]<br/> 55 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_15.png|100px|link=Warrant Officer 5]]<br/> 55 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Nanomass reactor<br/>[[File:Alteration_isida_nanomass_reactor.png|link=]] | | style="text-align: center;" | Nanomass reactor<br/>[[File:Alteration_isida_nanomass_reactor.png|link=]] | ||
− | |After | + | |After receiving a signal that the target was destroyed, reactor converts the collected nanomass and recharges energy levels of the turret. Operational converter noticeably increases radiators' energy consumption. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Destroying an enemy reloads the energy tank [[File:Plus.png|link=]]<br/> Energy consumption: {{-|+50%}} {{hint|i|Includes both healing and attacking modes}} | Destroying an enemy reloads the energy tank [[File:Plus.png|link=]]<br/> Energy consumption: {{-|+50%}} {{hint|i|Includes both healing and attacking modes}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_19.png|link=Captain]]<br/> 80 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_19.png|100px|link=Captain]]<br/> 80 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
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|- | |- | ||
| style="text-align: center;" | Slugger<br/>[[File:Alteration_hammer_slugger.png|link=]] | | style="text-align: center;" | Slugger<br/>[[File:Alteration_hammer_slugger.png|link=]] | ||
− | | Increased pellet density in combination with | + | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Dragons breath<br/>[[File:Alteration_hammer_dragon breath.png|link=]] |
− | | Pellets with | + | | 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 [[File:Plus.png|link=]]<br/> | + | Hitting an enemy ignites it (3% of max temp. per pellet) [[File:Plus.png|link=]]<br/> Clip reload: {{-|+15%}} |
− | | style="text-align: center;" | [[File:IconsNormal_11.png|link=Warrant Officer 1]]<br/> | + | | style="text-align: center;" | [[File:IconsNormal_11.png|100px|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | High-capacity ammo clip<br/>[[File:Alteration_hammer_high capacity ammo clip.png|link=]] | | style="text-align: center;" | High-capacity ammo clip<br/>[[File:Alteration_hammer_high capacity ammo clip.png|link=]] | ||
| 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%}} |
− | | style="text-align: center;" | [[File:IconsNormal_16.png|link=Third Lieutenant]]<br/> | + | | style="text-align: center;" | [[File:IconsNormal_16.png|100px|link=Third Lieutenant]]<br/> 60 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Duplet<br/>[[File:Alteration_hammer_duplet.png|link=]] | | style="text-align: center;" | Duplet<br/>[[File:Alteration_hammer_duplet.png|link=]] | ||
− | |Replacement of the internal construction of the turret with 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 | + | | 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/> Vertical scatter angle: {{-|+100%}}<br/> Horizontal spread angle: {{-|+50%}} | |
− | | style="text-align: center;" | [[File:IconsNormal_21.png|link=Lieutenant Colonel]]<br/> | + | | style="text-align: center;" | [[File:IconsNormal_21.png|100px|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Adaptive reload<br/>[[File:Alteration hammer adaptive reload.png|link=]] | | style="text-align: center;" | Adaptive reload<br/>[[File:Alteration hammer adaptive reload.png|link=]] | ||
− | | Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with | + | | 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|100px|link=General]]<br/> 200 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
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| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Reload: {{-|+25%}} | Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Reload: {{-|+25%}} | ||
− | + | | style="text-align: center;" | [[File:IconsNormal_08.png|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] | |
− | | style="text-align: center;" | [[File:IconsNormal_08.png|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|link=]] | ||
|- | |- | ||
| style="text-align: center;" | Stable plasma<br/>[[File:Alteration_twins_stabilized plasma.png|link=]] | | style="text-align: center;" | Stable plasma<br/>[[File:Alteration_twins_stabilized plasma.png|link=]] | ||
− | | Shots of stabilized plasma keep their form better and do not explode upon hitting a tank or an obstacle. Such shots can't deal splash- | + | | Shots of stabilized plasma keep their form better and do not explode upon hitting a tank or an obstacle. Such shots can't deal splash-damage nor self-damage. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Self-damage removed [[File:Plus.png|link=]]<br/> Impact force: {{+|+10%}}<br/> Splash damage removed [[File:Minus.png|link=]]<br/> Recoil: {{-|+10%}} | Self-damage removed [[File:Plus.png|link=]]<br/> Impact force: {{+|+10%}}<br/> Splash damage removed [[File:Minus.png|link=]]<br/> Recoil: {{-|+10%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_13.png|link=Warrant Officer 3]]<br/> 45 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_13.png|100px|link=Warrant Officer 3]]<br/> 45 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Heavy plasmagun<br/>[[File:Alteration_twins_heavy plasmagun.png|link=]] | | style="text-align: center;" | Heavy plasmagun<br/>[[File:Alteration_twins_heavy plasmagun.png|link=]] | ||
− | | Turret modification | + | | Turret modification following the tradition of the famous BFG. Fires big balls of plasma, which travel slowly, but deal more damage. Be cautious of the self-damage from splash at close-range! |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Minimum damage: {{+|+35%}}<br/> Maximum damage: {{+|+35%}}<br/> Projectile speed: {{-|-50%}} | Minimum damage: {{+|+35%}}<br/> Maximum damage: {{+|+35%}}<br/> Projectile speed: {{-|-50%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_19.png|link=Captain]]<br/> 80 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_19.png|100px|link=Captain]]<br/> 80 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
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|- | |- | ||
| style="text-align: center;" | Minus-field stabilization<br/>[[File:Alteration_ricochet_minus field stabilization.png|link=]] | | style="text-align: center;" | Minus-field stabilization<br/>[[File:Alteration_ricochet_minus field stabilization.png|link=]] | ||
− | | Additional stabilization of the minus-field before each shot allows to fire effectively at a longer range. Projectiles travel further and faster, but the | + | | Additional stabilization of the minus-field before each shot allows to fire effectively at a longer range. Projectiles travel further and faster, but the firing rate is reduced. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Reload: {{-|+25%}} | Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Reload: {{-|+25%}} | ||
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Destabilized plasma<br/>[[File:Alteration_ricochet_destabilized plasma.png|link=]] | | style="text-align: center;" | Destabilized plasma<br/>[[File:Alteration_ricochet_destabilized plasma.png|link=]] | ||
− | | Balls of unstable plasma disperse into clots after the | + | | Balls of unstable plasma disperse into clots after the slightest touch from any obstacle, hitting all enemies and the shooter themselves in a small radius. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Splash damage added [[File:Plus.png|link=]]<br/> Bouncing/ricochet effect disabled [[File:Minus.png|link=]] | Splash damage added [[File:Plus.png|link=]]<br/> Bouncing/ricochet effect disabled [[File:Minus.png|link=]] | ||
− | | style="text-align: center;" | [[File:IconsNormal_17.png|link=Second Lieutenant]]<br/> 65 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_17.png|100px|link=Second Lieutenant]]<br/> 65 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Plasma-torch<br/>[[File:Alteration_ricochet_plasma torch.png|link=]] | | style="text-align: center;" | Plasma-torch<br/>[[File:Alteration_ricochet_plasma torch.png|link=]] | ||
− | | 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. | + | | 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|100px|link=Colonel]]<br/> 120 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Berserk<br/>[[File:Alteration_ricochet_berserk.png|link=]] | | style="text-align: center;" | Berserk<br/>[[File:Alteration_ricochet_berserk.png|link=]] | ||
− | | In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will | + | | 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|100px|link=General]]<br/> 200 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
Line 229: | Line 225: | ||
|- | |- | ||
| style="text-align: center;" | Assault rounds<br/>[[File:Alteration_smoky_assault rounds.png|link=]] | | style="text-align: center;" | Assault rounds<br/>[[File:Alteration_smoky_assault rounds.png|link=]] | ||
− | | Rounds with increased impact strength will | + | | Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Impact force: {{+|+35%}}<br/> Critical hit disabled [[File:Minus.png|link=]] | Impact force: {{+|+35%}}<br/> Critical hit disabled [[File:Minus.png|link=]] | ||
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Supercumulative rounds<br/>[[File:Alteration_smoky_supercumulative rounds.png|link=]] | | style="text-align: center;" | Supercumulative rounds<br/>[[File:Alteration_smoky_supercumulative rounds.png|link=]] | ||
− | | Supercumulative shots appear in the ammo clip even more rare than the "regular" cumulative rounds, but the damage from such rounds is also much greater. The damage from critical shots is increased because of the reduced critical rate. | + | | Supercumulative shots appear in the ammo clip even more rare than the "regular" cumulative rounds, but the damage from such rounds is also much greater. The damage from critical shots is increased because of the reduced critical hits rate. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Critical damage: {{+|+50%}}<br /> Critical chance: {{-|- | + | Critical damage: {{+|+50%}}<br /> Critical chance: {{-|-60%}} |
− | | style="text-align: center;" | [[File:IconsNormal_10.png|link=Sergeant-Major]]<br/> 30 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_10.png|100px|link=Sergeant-Major]]<br/> 30 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | High-precision aiming system<br/>[[File:Alteration_smoky_high precision aiming system.png|link=]] | | style="text-align: center;" | High-precision aiming system<br/>[[File:Alteration_smoky_high precision aiming system.png|link=]] | ||
− | | High-quality barrel and aiming correction mechanism noticeably | + | | High-quality barrel and aiming correction mechanism noticeably increases damage. The use of the highly accurate equipment led to increase in reloading time. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Maximum damage: {{+|+20%}}<br/> Minimum damage: {{+|+50%}}<br/>Critical damage: {{+|+20%}}<br/> Reloading: {{-|+40%}} | Maximum damage: {{+|+20%}}<br/> Minimum damage: {{+|+50%}}<br/>Critical damage: {{+|+20%}}<br/> Reloading: {{-|+40%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_14.png|link=Warrant Officer 4]]<br/> 50 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_14.png|100px|link=Warrant Officer 4]]<br/> 50 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Incendiary rounds<br/>[[File:Alteration_smoky_incendiary rounds.png|link=]] | | style="text-align: center;" | Incendiary rounds<br/>[[File:Alteration_smoky_incendiary rounds.png|link=]] | ||
− | | Replacement for the | + | | Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Critical hits ignite the target [[File:Plus.png|link=]]<br/> Critical hit disabled [[File:Minus.png|link=]] | + | Critical hits ignite the target [[File:Plus.png|link=]]<br/> Critical hit excess damage disabled [[File:Minus.png|link=]] {{hint|i|Critical hits will deal the same damage as normal hits; they will ignite the target instead of dealing increased damage.}} |
− | | style="text-align: center;" | [[File:IconsNormal_18.png|link=Second Lieutenant]]<br/> 70 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_18.png|100px|link=Second Lieutenant]]<br/> 70 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Cryo rounds<br/>[[File:Alteration_smoky_cryo rounds.png|link=]] | | style="text-align: center;" | Cryo rounds<br/>[[File:Alteration_smoky_cryo rounds.png|link=]] | ||
− | | Replacement for the | + | | Replacement for the standard cumulative shots with freon rounds. Critical hits will deal normal damage, but fully freeze the target. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Critical hits freeze the target [[File:Plus.png|link=]]<br/> Critical hit disabled [[File:Minus.png|link=]] | + | Critical hits freeze the target [[File:Plus.png|link=]]<br/> Critical hit excess damage disabled [[File:Minus.png|link=]] {{hint|i|Critical hits will deal the same damage as normal hits; they will freeze the target instead of dealing increased damage.}} |
− | | 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|100px|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Autocannon<br/>[[File:Alteration_smoky_autocannon.png|link=]] | | style="text-align: center;" | Autocannon<br/>[[File:Alteration_smoky_autocannon.png|link=]] | ||
− | | Automated charging conveyor belt highly increases the | + | | Automated charging conveyor belt highly increases the firing rate. Regular shots lose most of their effectiveness, but critical hits happen much more often. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Recoil: {{+|-33%}}<br/> Minimum damage: {{-|-85%}}<br/> Maximum damage: {{-|-85%}}<br/> Impact force: {{-|-66%}} | Reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Recoil: {{+|-33%}}<br/> Minimum damage: {{-|-85%}}<br/> Maximum damage: {{-|-85%}}<br/> Impact force: {{-|-66%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_25.png|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_25.png|100px|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
Line 273: | Line 269: | ||
|- | |- | ||
| style="text-align: center;" | Missile launcher "Hunter"<br/>[[File:Alteration_striker_missile launcher hunter.png|link=]] | | style="text-align: center;" | Missile launcher "Hunter"<br/>[[File:Alteration_striker_missile launcher hunter.png|link=]] | ||
− | | Modification for the fans of | + | | Modification for the fans of high-accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per salvo. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Aiming time: {{+|-80%}}<br/> Projectile angular velocity: {{+|+25%}}<br/> | + | Aiming time: {{+|-80%}}<br/> Projectile angular velocity: {{+|+25%}}<br/> Reloading after salvo {{+|-40%}}<br/> Rockets in salvo: {{-|-3}}<br/> |
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Missile launcher "Cyclone"<br/>[[File:Alteration_striker_missile launcher cyclone.png|link=]] | | style="text-align: center;" | Missile launcher "Cyclone"<br/>[[File:Alteration_striker_missile launcher cyclone.png|link=]] | ||
− | | Modification for those who hunt heavy tanks. Doubles the number of rockets per | + | | Modification for those who hunt heavy tanks. Doubles the number of rockets per salvo, but the aiming target aquisition time is also increased. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Total rockets in salvo: {{+|+4}} {{hint|i|Adds 4 rockets to the standard salvo. Total rockets launched: 8}}<br/>Pause between rockets in salvo: {{+|<nowiki>=</nowiki>0.15s}}<br/>Aiming time: {{-|+ | + | Total rockets in salvo: {{+|+4}} {{hint|i|Adds 4 rockets to the standard salvo. Total rockets launched: 8}}<br/>Pause between rockets in salvo: {{+|<nowiki>=</nowiki>0.15s}}<br/>Aiming time: {{-|+30%}} |
− | | style="text-align: center;" | [[File:IconsNormal_13.png|link=Warrant Officer 3]]<br/> 45 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_13.png|100px|link=Warrant Officer 3]]<br/> 45 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Missile launcher "Uranium"<br/>[[File:Alteration_striker missile launcher uranium.png|link=]] | | style="text-align: center;" | Missile launcher "Uranium"<br/>[[File:Alteration_striker missile launcher uranium.png|link=]] | ||
− | | Modification for the demolition experts: launches | + | | Modification for the demolition experts: launches 2 slow-moving rockets that deal devastating damage. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Minimum: damage {{+|+50%}}<br/> Maximum damage: {{+|+50%}}<br/> Maximum projectile speed: {{-|<nowiki>=</nowiki>125m/s}} | + | Total rockets in salvo: {{-|-2}} {{hint|i|Removes 2 rockets from the standard salvo. Total rockets launched: 2}}<br/>Minimum: damage {{+|+50%}}<br/> Maximum damage: {{+|+50%}}<br/> Reload after salvo: {{+|-40%}}<br/> Maximum projectile speed: {{-|<nowiki>=</nowiki>125m/s}}<br /> Reload: {{-|+20%}} |
− | | style="text-align: center;" | [[File:IconsNormal_20.png|link=Major]]<br/> 90 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_20.png|100px|link=Major]]<br/> 90 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Remote rocket explosives<br/>[[File:Alteration_striker_remote rocket explosives.png|link=]] | | style="text-align: center;" | Remote rocket explosives<br/>[[File:Alteration_striker_remote rocket explosives.png|link=]] | ||
− | | Rockets are provided with a contactless trigger and radio emitter. Double- | + | | Rockets are provided with a contactless trigger and radio emitter. Double-pressing on the fire button, while the rocket is still in the air, will immediately explode it. Be cautious while firing single shots! |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Rockets will explode upon double-pressing fire button [[File:Plus.png|link=]] | + | Rockets will explode upon double-pressing fire button [[File:Plus.png|link=]]<br> Maximum projectile speed: {{-|<nowiki>=</nowiki>400m/s}}<br /> |
− | | 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|100px|link=General]]<br/> 200 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
Line 305: | Line 301: | ||
|- | |- | ||
| style="text-align: center;" | Reinforced aiming transmission<br/>[[File:Alteration_vulcan_reinforced aiming transmission.png|link=]] | | style="text-align: center;" | Reinforced aiming transmission<br/>[[File:Alteration_vulcan_reinforced aiming transmission.png|link=]] | ||
− | | Optimization of the aiming transmission for faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. | + | | Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Turret slowdown rate: {{+|-50%}}<br/> Vertical autoaim: {{-|- | + | Turret slowdown rate: {{+|-50%}}<br/> Vertical autoaim: {{-|-15%}} |
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Incendiary band<br/>[[File:Alteration_vulcan_incendiary band.png|link=]] |
− | | | + | | Modification for the fans of showering enemies with bullet fire, non-stop. While overheating from continious fire, these rounds will ignite and put the target on fire. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Shots ignite the target [[File:Plus.png|link=]] {{hint|i|The target will reach maximum burning temperature at a rate of 20% max. temp per second. Thus it wil take 5 seconds of constant hits to reach the maximum burning temperature.|}}<br/> Ignites only when self-heating [[File:Minus.png|link=]]<br/> Damage: {{-|-20%}} | |
− | | style="text-align: center;" | [[File:IconsNormal_16.png|link=Third Lieutenant]]<br/> | + | | style="text-align: center;" | [[File:IconsNormal_16.png|100px|link=Third Lieutenant]]<br/> 60 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Shooting speed regulator<br/>[[File:Alteration_vulcan_shooting speed regulator.png|link=]] |
− | | | + | | Decreased firing speed allows for the barrels to cool down better, but it also decreases damage. The barrels wind up and down faster. This configuration increases tactical flexibility of the weapon and allows for longer uninterrupted fire. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Barrel startup: {{+|-50%}}<br/>Barrel slowdown: {{+|-50%}}<br/>Time to overheat: {{+|+50%}}<br/>Damage: {{-|-15%}} | |
− | | style="text-align: center;" | [[File:IconsNormal_23.png|link= Brigadier]]<br/> | + | | style="text-align: center;" | [[File:IconsNormal_23.png|100px|link=Brigadier]]<br/> 140 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
Line 333: | Line 329: | ||
| Replacement for the frag round with a penetrating ammo type and huge kinetic energy. Such rounds don't explode upon hitting a tank or an obstacle and cannot damage the shooter themselves. | | Replacement for the frag round with a penetrating ammo type and huge kinetic energy. Such rounds don't explode upon hitting a tank or an obstacle and cannot damage the shooter themselves. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Self damage removed [[File:Plus.png|link=]]<br/> Impact force: {{+|+ | + | Self damage removed [[File:Plus.png|link=]]<br/> Impact force: {{+|+25%}}<br/> Projectile speed: {{+|+50%}}<br/> Splash damage removed [[File:Minus.png|link=]] |
− | | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Small caliber charging machine<br/>[[File:Alteration_thunder_small caliber charging machine.png|link=]] | | style="text-align: center;" | Small caliber charging machine<br/>[[File:Alteration_thunder_small caliber charging machine.png|link=]] | ||
− | | Using small caliber rounds in combination with the charging machine allows | + | | Using small caliber rounds in combination with the charging machine allows a reduction in the reload time. Small caliber rounds deal less damage. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Reload: {{+|-20%}}<br/> Minimum damage: {{-|-20%}}<br/> Maximum damage: {{-|-20%}} | Reload: {{+|-20%}}<br/> Minimum damage: {{-|-20%}}<br/> Maximum damage: {{-|-20%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_17.png|link=Second Lieutenant]]<br/> 65 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_17.png|100px|link=Second Lieutenant]]<br/> 65 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | "Sledgehammer" rounds<br/>[[File:Alteration_thunder_sledgehammer rounds.png|link=]] | | style="text-align: center;" | "Sledgehammer" rounds<br/>[[File:Alteration_thunder_sledgehammer rounds.png|link=]] | ||
| Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate. | | Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Reload: {{+|- | + | Reload: {{+|-25%}}<br/> Maximum damage range: {{-|-95%}} <br/> Projectile speed: {{-|-60%}} |
− | | 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|100px|link= Colonel]]<br/> 120 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
Line 357: | Line 353: | ||
|- | |- | ||
| style="text-align: center;" | Reinforced aiming transmission<br/>[[File:Alteration_railgun reinforced aiming transmission.png|link=]] | | style="text-align: center;" | Reinforced aiming transmission<br/>[[File:Alteration_railgun reinforced aiming transmission.png|link=]] | ||
− | | Optimization of the aiming transmission for | + | | Optimization of the aiming transmission for a faster horizontal aiming. Due to the optimization, vertical aiming transmission is less effective. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Turret rotation speed: {{+|+40%}}<br/> Turret rotatory acceleration: {{+|+35%}}<br/> Vertical autoaim: {{-|-30%}} | Turret rotation speed: {{+|+40%}}<br/> Turret rotatory acceleration: {{+|+35%}}<br/> Vertical autoaim: {{-|-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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Round stabilization<br/>[[File:Alteration_railgun round stabilization.png|link=]] | | style="text-align: center;" | Round stabilization<br/>[[File:Alteration_railgun round stabilization.png|link=]] | ||
− | | Aiming system chooses a more predictable flying path for | + | | Aiming system chooses a more predictable flying path for the shots. Each shot will deal a constant damage and retain power after piercing the target. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Penetration: {{+|<nowiki>=</nowiki>100%}}<br/> Minimum damage: {{+|+50%}}<br/> Maximum damage: {{-|-25%}} | Penetration: {{+|<nowiki>=</nowiki>100%}}<br/> Minimum damage: {{+|+50%}}<br/> Maximum damage: {{-|-25%}} | ||
− | | 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|100px|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Round destabilization<br/>[[File:Alteration_railgun round destabilization.png|link=]] |
− | | The | + | | A handful of bolts and copper coils, inserted into the accelerator, adds even more chaos into the distribution of the final power of the shot. The range of the maximum and the minimal damage are greatly expanded, and the damage scatter is increased. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Impact force: {{+|+20%}}<br/> Maximum damage: {{+|+70%}}<br/> Minimum damage: {{-|<nowiki>=</nowiki>1hp}} | |
− | | style="text-align: center;" | [[File: | + | | style="text-align: center;" | [[File:IconsNormal_15.png|100px|link=Warrant Officer 5]]<br/> 55 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Electromagnetic accelerator "Scout"<br/>[[File:Alteration_railgun electromagnetic accelerator scout.png|link=]] | | style="text-align: center;" | Electromagnetic accelerator "Scout"<br/>[[File:Alteration_railgun electromagnetic accelerator scout.png|link=]] | ||
Line 378: | Line 374: | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Reloading: {{+|-20%}}<br/> Charge time: {{+|-50%}}<br/> Maximum damage: {{-|-40%}} | Reloading: {{+|-20%}}<br/> Charge time: {{+|-50%}}<br/> Maximum damage: {{-|-40%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_19.png|link= Captain]]<br/> 80 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_19.png|100px|link= Captain]]<br/> 80 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
− | | style="text-align: center;" | | + | | style="text-align: center;" | Large caliber rounds<br/>[[File:Alteration_railgun large caliber rounds.png|link=]] |
− | | | + | | The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload take longer. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Minimum damage: {{+|+40%}}<br/> Maximum damage: {{+|+40%}}<br/> Reloading: {{-|+20%}}<br/> Charge time: {{-|+50%}} | |
− | | style="text-align: center;" | [[File: | + | | style="text-align: center;" | [[File:IconsNormal_21.png|100px|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | "Death Herald" compulsator<br/>[[File:Alteration_railgun death herald compulsator.png|link=]] | | style="text-align: center;" | "Death Herald" compulsator<br/>[[File:Alteration_railgun death herald compulsator.png|link=]] | ||
− | | | + | | Bounty hunters will greatly appreciate this modification, which when equipped enables the turret to instantly reload after destroying an enemy. Base reload speed is reduced. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy fully reloads the turret [[File:Plus.png|link=]]<br/> | + | Destroying an enemy fully reloads the turret [[File:Plus.png|link=]]<br/> Delay time: {{-|+10%}} |
− | | style="text-align: center;" | [[File:IconsNormal_23.png|link= Brigadier]]<br/> 140 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_23.png|100px|link= Brigadier]]<br/> 140 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Hyperspace rounds<br/>[[File:Alteration_railgun hyperspace rounds.png|link=]] | | style="text-align: center;" | Hyperspace rounds<br/>[[File:Alteration_railgun hyperspace rounds.png|link=]] | ||
− | | No tank — be it an ally or an enemy, is an obstacle for hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and strength of impact are reduced. | + | | No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and the strength of impact are reduced. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Penetration: {{+|+100%}}<br/> Maximum damage: {{-|-10%}}<br/> Impact force: {{-|-25%}} | Penetration: {{+|+100%}}<br/> Maximum damage: {{-|-10%}}<br/> Impact force: {{-|-25%}} | ||
− | | style="text-align: center;" | [[File:IconsNormal_25.png|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_25.png|100px|link=Lieutenant General]]<br/> 180 000 [[FIle:Crystal.png|14px|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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Reinforced gun carriage<br/>[[File:Alteration_magnum_reinforced gun carriage.png|link=]] | | style="text-align: center;" | Reinforced gun carriage<br/>[[File:Alteration_magnum_reinforced gun carriage.png|link=]] | ||
− | | Reinforced turret platform allows | + | | 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|100px|link=Warrant Officer 2]]<br/> 40 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Mortar<br/>[[File:Alteration_magnum_mortar.png|link=]] | | style="text-align: center;" | Mortar<br/>[[File:Alteration_magnum_mortar.png|link=]] | ||
− | | 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 blow up | + | | 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 | + | 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|100px|link=Third Lieutenant]]<br/> 60 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} | ||
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|- | |- | ||
| style="text-align: center;" | Short-band emitter<br/>[[File:Alteration_shaft_short band emitter.png|link=]] | | style="text-align: center;" | Short-band emitter<br/>[[File:Alteration_shaft_short band emitter.png|link=]] | ||
− | | Modification for tankers that | + | | Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Minimum arcade damage: {{+|+20%}}<br/>Maximum arcade damage: {{+|+20%}}<br/>Minimum aiming damage: {{+|+20%}}<br/>Arcade reload: {{-|+25%}}<br/> Energy consumed per arcade shot: {{-|+20%}} | Minimum arcade damage: {{+|+20%}}<br/>Maximum arcade damage: {{+|+20%}}<br/>Minimum aiming damage: {{+|+20%}}<br/>Arcade reload: {{-|+25%}}<br/> Energy consumed per arcade shot: {{-|+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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Heavy capacitors<br/>[[File:Alteration_shaft_heavy capacitors.png|link=]] | | style="text-align: center;" | Heavy capacitors<br/>[[File:Alteration_shaft_heavy capacitors.png|link=]] | ||
| Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. | | Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Maximum aiming damage: {{+|+ | + | Maximum aiming damage: {{+|+25%}}<br/> Energy consumption in aiming mode: {{-|-33%}} {{hint|i|Because of reduced energy consumption, acquiring maximum charge in aiming mode will take longer.}}<br/> Horizontal aiming speed: {{-|-30%}} |
− | | style="text-align: center;" | [[File:IconsNormal_14.png|link=Warrant Officer 4]]<br/> 50 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_14.png|100px|link=Warrant Officer 4]]<br/> 50 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Light capacitors<br/>[[File:Alteration_shaft_light capacitors.png|link=]] | | style="text-align: center;" | Light capacitors<br/>[[File:Alteration_shaft_light capacitors.png|link=]] | ||
| Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced. | | Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Energy consumption in aiming mode: {{+|+ | + | Energy consumption in aiming mode: {{+|+100%}} {{hint|i|Because of increased energy consumption, acquiring maximum charge in aiming mode will be quicker.}}<br/> Horizontal aiming speed: {{+|+30%}}<br/> Maximum aiming damage: {{-|-25%}} |
− | | style="text-align: center;" | [[File:IconsNormal_18.png|link=First Lieutenant]]<br/> 70 000 [[FIle:Crystal.png|link=]] | + | | style="text-align: center;" | [[File:IconsNormal_18.png|100px|link=First Lieutenant]]<br/> 70 000 [[FIle:Crystal.png|14px|link=]] |
|- | |- | ||
| style="text-align: center;" | Rapid-fire mode<br/>[[File:Alteration_shaft_rapid fire mode.png|link=]] | | style="text-align: center;" | Rapid-fire mode<br/>[[File:Alteration_shaft_rapid fire mode.png|link=]] | ||
− | | Assault modification that allows | + | | Assault modification that allows firing in Arcade mode with a quick series of shots, 3 in each. At the same time the energy tank capacity is enough for one series of shots. |
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Arcade shot reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Energy per arcade shot: {{-|<nowiki>=</nowiki> | + | Arcade shot reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Energy per arcade shot: {{-|<nowiki>=</nowiki>375}}<br/> Rate of energy recovered: {{-|-15%}} {{hint|i|That means that the tempo between shooting series is reduced.}} Maximum aiming damage {{-|-30%}} |
− | | 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|100px|link=Colonel]]<br/> 120 000 [[FIle:Crystal.png|14px|link=]] |
|} | |} |
Revision as of 16:23, 5 December 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