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− | == | + | ==Important Information== |
*23 alterations are available for purchase at the moment; for most turrets, only two alterations are available, except Railgun that sports three. | *23 alterations are available for purchase at the moment; for most turrets, only two alterations are available, except Railgun that sports three. | ||
*There are no alterations for XT items yet. | *There are no alterations for XT items yet. | ||
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*Alterations are not displayed when pressing R or V. | *Alterations are not displayed when pressing R or V. | ||
*Alterations now 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. | *Alterations now 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. | ||
+ | *Possibly, in the future, players will be able to see alterations of other players equipped in battle. | ||
+ | *Prices of M0 and M3 alterations are unknown. | ||
− | == | + | |
− | *Each alteration unlocks | + | ==General Information== |
+ | *Each alteration unlocks as soon as you unlock the modification of a turret. | ||
*M1 alterations cost 50k crystals, M2 alterations cost 100k crystals. | *M1 alterations cost 50k crystals, M2 alterations cost 100k crystals. | ||
*Already bought/unlocked alterations won't disappear when you get next modification of a turret. | *Already bought/unlocked alterations won't disappear when you get next modification of a turret. | ||
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*Changing an alteration during a battle will cause self-destructing and 5 minute pause for changing other alterations (like changing hulls, turrets and other items). | *Changing an alteration during a battle will cause self-destructing and 5 minute pause for changing other alterations (like changing hulls, turrets and other items). | ||
*Alterations of various rank can be stacked upon one another. Alterations of the same rank, however, cannot stack, and must be used individually. | *Alterations of various rank can be stacked upon one another. Alterations of the same rank, however, cannot stack, and must be used individually. | ||
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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 colour-codes, as follow: | In the following tables you will find specific colour-codes, as follow: | ||
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*[[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> | ||
− | < | + | <br> |
+ | {{BeginPrettySpoiler|title=M0 Alterations}} | ||
{|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable1" border="1" style="width: 100%;" | {|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable1" border="1" style="width: 100%;" | ||
|- | |- | ||
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| <center></center> | | <center></center> | ||
|} | |} | ||
− | + | {{EndPrettySpoiler}} | |
+ | |||
+ | |||
+ | {{BeginPrettySpoiler|title=M1 Alterations}} | ||
{|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable2" border="1" style="width: 100%;" | {|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable2" border="1" style="width: 100%;" | ||
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| <center>Additional fast shot damage increases survivability in close range encounters.</center> | | <center>Additional fast shot damage increases survivability in close range encounters.</center> | ||
| <center>'''Reload time:''' <span style="color:green">'''+20%'''</span> [[File:Minus.png|link=]]<br>'''Min damage:''' <span style="color:green">'''+25%'''</span> [[File:Plus.png|link=]]</center> | | <center>'''Reload time:''' <span style="color:green">'''+20%'''</span> [[File:Minus.png|link=]]<br>'''Min damage:''' <span style="color:green">'''+25%'''</span> [[File:Plus.png|link=]]</center> | ||
+ | |} | ||
+ | {{EndPrettySpoiler}} | ||
+ | |||
− | | | + | {{BeginPrettySpoiler|title=M2 Alterations}} |
− | |||
{|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable3" border="1" style="width: 100%;" | {|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable3" border="1" style="width: 100%;" | ||
|- | |- | ||
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| <center>'''Horizontal aiming speed (sniping):''' <span style="color:red">'''-30%'''</span> [[File:Minus.png|link=]]<br>'''Power-up time:''' <span style="color:green">'''+100%'''</span> [[File:Minus.png|link=]]<br>'''Max sniping damage:''' <span style="color:green">'''+30%'''</span> [[File:Plus.png|link=]]</center> | | <center>'''Horizontal aiming speed (sniping):''' <span style="color:red">'''-30%'''</span> [[File:Minus.png|link=]]<br>'''Power-up time:''' <span style="color:green">'''+100%'''</span> [[File:Minus.png|link=]]<br>'''Max sniping damage:''' <span style="color:green">'''+30%'''</span> [[File:Plus.png|link=]]</center> | ||
|} | |} | ||
− | + | {{EndPrettySpoiler}} | |
+ | |||
+ | |||
+ | {{BeginPrettySpoiler|title=M3 Alterations}} | ||
{|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable4" border="1" style="width: 100%;" | {|class="wikitable mw-collapsible mw-collapsed" id="mw-customcollapsible-myTable4" border="1" style="width: 100%;" | ||
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| <center></center> | | <center></center> | ||
|} | |} | ||
+ | {{EndPrettySpoiler}} |
Revision as of 12:03, 4 September 2017

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.
Important Information
- 23 alterations are available for purchase at the moment; for most turrets, only two alterations are available, except Railgun that sports three.
- There are no alterations for XT items yet.
- Alterations for standard items cannot be equipped with XT items.
- Alterations are not displayed when pressing R or V.
- Alterations now 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.
- Possibly, in the future, players will be able to see alterations of other players equipped in battle.
- Prices of M0 and M3 alterations are unknown.
General Information
- Each alteration unlocks as soon as you unlock the modification of a turret.
- M1 alterations cost 50k crystals, M2 alterations cost 100k crystals.
- Already bought/unlocked alterations won't disappear when you get next modification of a turret.
- You can equip an alteration or un-equip an alteration and get back to standard settings at any time.
- You can rent an alteration for 5000 crystals per day (24 hours) in order to test it and decide whether you want to buy it.
- Changing an alteration during a battle will cause self-destructing and 5 minute pause for changing other alterations (like changing hulls, turrets and other items).
- Alterations of various rank can be stacked upon one another. Alterations of the same rank, however, cannot stack, and must be used individually.
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 colour-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 colour-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
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