Stratosphere (talk | contribs) (Clarification for Incendiary mix - forum report #3751) |
Stratosphere (talk | contribs) (Updated!) |
||
Line 137: | Line 137: | ||
| 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 (3% of max temp. per pellet) [[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|100px|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_11.png|100px|link=Warrant Officer 1]]<br/> 35 000 [[FIle:Crystal.png|14px|link=]] | ||
|- | |- | ||
Line 149: | Line 149: | ||
| 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/> | + | 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|100px|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_21.png|100px|link=Lieutenant Colonel]]<br/> 100 000 [[FIle:Crystal.png|14px|link=]] | ||
|- | |- | ||
Line 233: | Line 233: | ||
| 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. | | 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|100px|link=Sergeant-Major]]<br/> 30 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_10.png|100px|link=Sergeant-Major]]<br/> 30 000 [[FIle:Crystal.png|14px|link=]] | ||
|- | |- | ||
Line 283: | Line 283: | ||
| Modification for the demolition experts: launches 2 slow-moving rockets that deal devastating damage. | | 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;" | | ||
− | 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/> Maximum projectile speed: {{-|<nowiki>=</nowiki>125m/s}}<br /> Reload: {{-|+20%}} | + | 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|100px|link=Major]]<br/> 90 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_20.png|100px|link=Major]]<br/> 90 000 [[FIle:Crystal.png|14px|link=]] | ||
|- | |- | ||
Line 289: | Line 289: | ||
| 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! | | 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=]]<br> Maximum projectile speed: {{-|<nowiki>=</nowiki> | + | 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|100px|link=General]]<br/> 200 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_26.png|100px|link=General]]<br/> 200 000 [[FIle:Crystal.png|14px|link=]] | ||
|} | |} | ||
Line 329: | 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|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_08.png|100px|link=Master Sergeant]]<br/> 20 000 [[FIle:Crystal.png|14px|link=]] | ||
|- | |- | ||
Line 341: | Line 341: | ||
| 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: {{+|-25%}}<br/> Maximum damage range: {{-|-95%}} | + | Reload: {{+|-25%}}<br/> Maximum damage range: {{-|-95%}} <br/> Projectile speed: {{-|-60%}} |
| style="text-align: center;" | [[File:IconsNormal_22.png|100px|link= Colonel]]<br/> 120 000 [[FIle:Crystal.png|14px|link=]] | | style="text-align: center;" | [[File:IconsNormal_22.png|100px|link= Colonel]]<br/> 120 000 [[FIle:Crystal.png|14px|link=]] | ||
|} | |} |
Revision as of 05:45, 29 November 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