F0XTRAUT's User Ideas

New Map: Mothership
Description:A Big Mother ship somewhere in the Galaxy, robots fight in this gigantic Alien Ship for supremacy in a very large and complex environment consisting of many loops and turns as well as stairways and floor levels. Inspired by Carrier and Rome.

Background: This map takes on a similar fashion of Carrier and Rome, featuring a large cylindrical Prism-like Power Core at the centre of the map and multiple ground levels around it - about 4 floor levels in the shape of a donut. There will be a good amount of cover to hide behind near the ground level and the 1st floor while 2nd - 4th will have little cover, There will be many tall pillars that act as supports for each level (probably 50 meters wide), The map boundaries are shaped as a square. The map is essentially one big room, having a ceiling of 700m and a max width of 800m while the ceiling and height of each floor is only 500m, the core that is represented as a cylinder has a spiral ramp or staircase that leads up each level, each level having a short bridge that connects to the spiral staircase or ramp. However, if you get to the very top of the cylinder, there is a big hole in the centre of the cylinder, in which is as big as a raijin, it would be a hazardous zone to players that fall down the hole. At the bottom of the hole is the Plasma Core that powers the alien ship, players would be burnt or incinerated if they ever came into contact with it. There are also few exposed ground level areas with no cover. If you have ever played Halo Reach, it has nearly the same concept as the map Zealot.

Gameplay: This map is a mix of Close range and midrange combat and many levels to attack from, also as because of how much obstacles there are at ground level and the ceiling of each level, any jumps or descend abilities won't be able to work to its full effect because of how low the ground levels are. That also means that spectre jumps are short lived. almost all the time there will be a piece of cover near you wherever you are when your fighting. Basically this map restricts any robots that can jump or fly while making it easy for anyone to flank around their enemy. There is also a Beacon on each level. This map is made specifically for knife fighters and has a range of cover to use, this also implements fast-paced gameplay. Also the only way to move to each level is by the spiral staircase which would expose you for some time, one possible outcome on this map may end up with a standoff for both teams at ground level as they cannot approach the staircase without being killed. Getting beacons would be much harder as the are above you and your team.

60 vs 60 Gamemode
Description: All players ranging from Gold to Masters league will get to take part in a massive 60 vs 60 team deathmatch or beacon rush, on a custom map made for accommodating 120 players. The custom map is double the size of Yamantau and would usually have lots of covers and have 5 beacons as usual. However, these beacons would have double the capping radius and would take twice as long to capture or liberate a beacon. The match time would be three times as long (30 minutes), and will end once either team doesn’t have any robots left or whichever team has the highest amounts of frags.

The match starts once there are 60 players on both sides. While players are waiting, they cannot damage or kill each other or capture any beacons. They will also be confined to their starting area until the game starts if there aren't enough people that join in the next 5 minutes. The match will start, regardless of how many people are on each side. At the same time, there will be a team chat available to your team only you will communicate with your teammates about your strategies and whatnot. But once the game starts, you can no longer communicate with your team.

Once the match ends, it will show the normal battle statistics. The only thing different is that there will be a long, scrollable list of players and their place on both sides, the top 3 players get 300 Gold, top 10th place get 150 and top 20 players get 75. And the rest get silver for however much damage they did.

This game mode will be available to play during weekends, same time as the test server times.

Survival Gamemode
Description: 6 Players spawn in at the center of a map to defend a beacon from bots. Their goal is to protect the beacon from falling to enemy hands, they can use their entire hanger for the duration of the match. Doing whatever they can to defend their beacon from the Bots. To help them defend, there will be plenty of cover and barracades setup around the beacon.

Bots with pre-defined robots will spawn near the edges of the map and will make their way inwards, they consist of Leo, Natasha, Griffin, Fury & Lancelot with varying close to medium range setups with a mix of kinetic and rocket weapons. They will search and destroy any targets they find, they will fire their weapons once their are within range and are in line of sight. The Bots adopt a simple attack strategy; circle the target and hide behind cover once ammo is depleted.

The overall match will last about 10 minutes, those who survive will get a nice 250 Gold. Those who don't survive, get Power Cells and a small amount of Gold. If everyone dies, then the match automatically ends in a loss. If the Beacon is captured, the match ends in a lose.

Portal Gamemode
Description: All players ranging from Silver to Champion league will get to take part in a unique 10v10 match that features Portals. These portals are shapped like a square that teleports your robots to other maps, from there its just basic principles. Except, the game rules are set as Team Deathmatch. There are two portals on each map; one that leads to the preivous map and the other to the next map.

There are 12 Maps total, that you can teleport to. The match will last indefinetly, until there are no more players on one or both teams. Your team and the other team will start in two different maps that are randomly choosen, from there its hide and seek. Fast and stealthly robots will succeed in finding the enemy team while slower robots will take time. Whenever someone dies, they respawn in a random spawn point in another map. The team that kills everyone on the other team wins and gets plenty of Gold and Silver.

New Pilot Skills
Fenrir Skills

Traditionalist / Fenrir

Fenrir gains additional hitpoints (max +50%) while its ability becomes unavailable. It starts in Defence Mode.

Merge / Fenrir

Fenrir's gains increased speed, resistance, its third weapon, and an Aegis shield. But its ability becomes unavailable. It does not improve while leveling up.

Fighter Skills

Fighter / Ao Guang

Ao Guang gains additional hitpoints (max +50%) and flight speed (max 10%) while its ability becomes unavailable. It starts in Dragon Strike but cannot fire its built-in weapons.

Fighter / Ao Qin

Qin gains additional hitpoints (max +50%) and flight speed (max 20%) while its ability becomes unavailable. It starts in Dragon Strike but cannot fire its built-in weapons.

Fighter / Ao Jun

Ao Jun gains additional hitpoints (max +50%) and Resistance (max 50 defense points) while its ability becomes unavailable. It starts in Dragon Breath but will be targetable while in-flight.

Ability Nukes Skills

Nuke / Mercury

Mercury does increased ability damage (max 50%) and radius (max +25M) but cannot enter stealth during its ability duration.

Nuke / Hellburner

Hellburner does increased ability damage (max 50%) and radius (max +25M) but does not receive a speed boost while its ability is active.

Shotgun Ability Skills

Shotgun / Nemesis

Nemesis' ability fires all its rockets in one shot instead of slowly unloading its rockets but reduces ability duration by 10%. It does not improve while leveling up.

Shotgun / Hades

Hades' ability fires a burst of kinetic projectiles instead of 3 sequential shots but reduces ability duration by 10%. It does not improve while leveling up.

Shotgun / Ares

Ares' ability fires a burst of 36 plasma bolts in one shot instead of slowly firing its projectiles but reduces ability duration by 10%. It does not improve while leveling up.

Daredevil Skills

Daredevil / Nemesis

Nemesis does increased weapon damage (max 50%) and has increased hitpoints (max 30%) but its ability becomes unavailable.

Daredevil / Hades

Hades does increased weapon damage (max 40%) and has increased hitpoints (max 40%) but its ability becomes unavailable.

Daredevil / Ares

Ares does increased weapon damage (max 30%) and has increased hitpoints (max 50%) but its ability becomes unavailable.

Speedster Skills

Speedster / Leo

Leo has increased speed (max 50%) but has 15% fewer hitpoints.

Speedster / Natasha

Natasha has increased speed (max 50%) but has 10% fewer hitpoints.

Speedster / Griffin

Griffin has increased speed (max 50%) but has 10% fewer hitpoints.

Defender Skills

Defender / Leo

Leo has increased hitpoints (max 30%) but its speed is reduced by 15%.

Defender / Natasha

Leo has increased hitpoints (max 30%) but its speed is reduced by 15%.

Defender / Griffin

Leo has increased hitpoints (max 30%) but its speed is reduced by 15%.

Resistor Skills

Resistor / Inquisitor

Inquisitor gains additional defense points (max 25 defense points) but its speed is reduced by 7.5%.

Resistor / Spectre

Spectre gains additional defense points (max 25 defense points) but its speed is reduced by 7.5%.

Resistor / Mercury

Mercury gains additional defense points (max 25 defense points) but its speed is reduced by 7.5%.

Traditionalist Skills

Traditionalist / Lancelot

Lancelot gains increased hitpoints (max 50%) and shield hitpoints (max 50%) but its active ability becomes unavailable.

Traditionalist / Galahad

Galahad gains increased hitpoints (max 50%) and shield hitpoints (max 50%) but its active ability becomes unavailable. It starts with the Phalanx shield in front.

Traditionalist / Gareth

Gareth gains increased hitpoints (max 50%) and shield hitpoints (max 50%) but its active ability becomes unavailable. It starts with the Phalanx shield in front.

Aegis Shield Skills

Aegis Shield / Carnage

Carnage's Energy Shield becomes an Aegis Shield. It does not improve while leveling up.

Aegis Shield / Haechi

Haechi's Energy Shield becomes an Aegis Shield. It does not improve while leveling up.

Aegis Shield / Ancile

The Ancile's Energy Shield becomes an Aegis Shield. It does not improve while leveling up.

Titanium Shield Skills

Titanium Shield / Rhino

Rhino's physical shield has increased hitpoints (max 30%) and no longer takes twice as much damage from kinetic bullets.

Titanium Shield / Lancelot

Lancelot's physical shield has increased hitpoints (max 30%) and no longer takes twice as much damage from kinetic bullets.

Titanium Shield / Galahad

Galahad's physical shield has increased hitpoints (max 30%) and no longer takes twice as much damage from kinetic bullets.

Titanium Shield / Gareth

Rhino's physical shield has increased hitpoints (max 30%) and no longer takes twice as much damage from kinetic bullets.

Titanium Shield / Ecu

The Ecu has increased hitpoints (max 50%) and no longer takes twice as much damage from kinetic bullets.

Advanced Skills

Advanced Mechanic / [robot]

Repairs a percentage (max 10%) of the robot's hitpoints per 5 seconds.

Advanced Dodger / [robot]

Active modules recharge much faster (max 50%).

Advanced Quarter Master / [robot]

Reduces the cost of Active Modules (max 100%).

Deft Survivor 2 / [robot]

Recharges the robot's ability whenever its health reaches 75% or 25%. It does not improve while leveling up.

Deft Survivor 3 / [robot]

Recharges the robot's ability whenever its health reaches 75%, 50% or 25%. It does not improve while leveling up.

Siphoning Skills

Siphoning / Leech

The Leech gains health based on how much damage it takes whenever it is using its ability. It does not improve while leveling up.

Siphoning / Ao Qin

The Ao Qin gains health depending on how much damage is dealt to its target using its ability. It does not improve while leveling up. 

Siphoning / Spark

The Spark restores some of the robot's health while firing (Max 0.25% per second)

Siphoning / Scourge

The Scourge restores some of the robot's health while firing (Max 0.5% per second)

Siphoning / Calamity

The Calamity restores some of the robot's health while firing (Max 0.75% per second)

Guardian Skills

Guardian / Fujin

Fujin gains increased weapon damage (Max 20%) and some defense points (Max 30) while using its ability.

Guardian / Raijin

Raijin gains increased defense points (Max 50) while using its ability.

Guardian / Weyland

Weyland gains increased defense points (Max 50) while using its ability.

Petrification Skills

Petrification / Rayker

The Suppression effect from Rayker's ability permanently weakens the target but has reduced suppression percentage (max 30% per shot). Effect stacks.

Petrification / Blitz

The Suppression effect from Blitz's ability permanently weakens the target but has reduced suppression percentage (max 15% per shot). Effect stacks.

Petrification / Invader

The Suppression effect from Invader's ability permanently weakens the target but has reduced suppression percentage (max 50% per pulse). Effect stacks.

Hybrid Skills

Hybrid / Invader & Inquisitor

It allows either the Invader or Inquisitor to enter stealth during its ability and suppress targets by 50% when it lands. It does not improve while leveling up. And requires the Pilot to have the "Increased Suppression" skill from Invader and a random skill from Inquisitor in order for it to become available.

Hybrid / Blitz & Halo

Allows either the Blitz's ability or the Halo to Suppress targets by 30% and locks down the target. It does not improve while leveling up. And requires the Pilot to have the "Destroyer" skill from Blitz and "Shot Grouping" from Halo in order for it to become available.

Hybrid / Weyland & Raijin

It allows the Raijin to repair itself by 1% per sec whenever it uses its ability, while Weyland to gain a damage boost of 30# while using its ability. It does not improve while leveling up. And requires the Pilot to have the "True Ace" skill from Weyland and the "Weapon damage with active ability" skill from Raijin in order for it to become available.

Suffusion Skills

Suffusion / Sting

The Sting's corrosion inflicts increased damage (max 50%) and lasts much longer (max 50%).

Suffusion / Wasp

The Wasp's corrosion inflicts increased damage (max 50%) and lasts much longer (max 50%).

Suffusion / Viper

The Viper's corrosion inflicts increased damage (max 100%) and lasts much longer (max 50%).

Refulgent Skills

Refulgent / Gekko

The Gekko's beam has increased brightness and does increasing damage the longer it hits its target. It does not improve while leveling up.

Refulgent / Flux

The Flux's beam has increased brightness and does increasing damage the longer it hits its target. It does not improve while leveling up.

Zenith Skills

Zenith Mode / Carnage

Immediately recharges the Carnage's energy shield to maximum capacity upon reaching 50% of its durability, it will also prevent damage to the Carnage for 2.5 seconds. It does not improve while leveling up.

Zenith Mode / Haechi

Immediately recharges the Haechi's energy shield to maximum capacity upon reaching 50% of its durability, it will also prevent damage to the Haechi for 2.5 seconds. It does not improve while leveling up.

Zenith Mode / Bulwark

Immediately recharges the Bulwark's energy shield to maximum capacity upon reaching 50% of its durability, it will also prevent damage to the Bulwark for 2.5 seconds. It does not improve while leveling up.

Zenith Mode / Fenrir

Immediately recharges the Fenrir's energy shield to maximum capacity upon reaching 50% of its durability, it will also prevent damage to the Fenrir for 2.5 seconds. It does not improve while leveling up.

Deflector Shield Skills

Deflector Shield / Carnage

Carnage's energy shield now deflects kinetic and rocket weapons, it will also take 25% less damage from those weapons. It does not improve while leveling up.

Deflector Shield / Haechi

Haechi's energy shield now deflects kinetic and rocket weapons, it will also take 30% less damage from those weapons. It does not improve while leveling up

Deflector Shield / Fujin

Fujin's energy shield now deflects kinetic and rocket weapons, it will also take 20% less damage from those weapons. It does not improve while leveling up

Deflector Shield / Ancile

The Ancile's energy shield now deflects kinetic and rocket weapons, it will also take 20% less damage from those weapons. It does not improve while leveling up

Absorber Skills

Absorber / Carnage

Carnage's energy shield now absorbers damage up to its maximum capacity and takes 6 seconds to recharge once depleted, then reactivates automatically. During that time, the shield will not protect the Carnage from damage. It does not improve while leveling up.

Absorber / Haechi

Haechi's energy shield now absorbers damage up to its maximum capacity and takes 5 seconds to recharge once depleted, then reactivates automatically. During that time, the shield will not protect the Haechi from damage. It does not improve while leveling up.

Absorber / Ancile

The Ancile now absorbers damage up to its maximum capacity and takes 8 seconds to recharge once depleted, then reactivates automatically. During that time, the shield will not protect the robot from damage. It does not improve while leveling up.

Magnum Skills

Burning Plasma / Magnum

The Magnum inflicts DoT per shot (max 375 per sec). Effect stakes.

Hyper Conducts / Magnum

The Magnum's rate of fire and projectile speed is increased (max 50% increase).

Twin Barrelled / Magnum

The Magnum fires 2 plasma bolts per shot. This skill does not increase with level.

Electron Fused / Magnum

The Magnum gains the ability to lockdown targets after landing 10 shots (max 1 shot required to lockdown target).

Expanding Plasmoids / Magnum

The Magnum does increased damage of 50% and does splash damage. This skill does not increase with level.

Weapon Rebalancing
All changes are made to weapons at level 12 Mk2.

Gust
 * Burst Damage: 5,692 > 6,500
 * Cycle Damage: 51,228 > 78,000
 * Ammunition Capacity: 9 > 12
 * Unload Time: 2.5 > 3 seconds
 * Reload Time: 5 > 5 seconds

Storm
 * Burst Damage: 12,880 > 13,000
 * Cycle Damage: 193,200 > 156,000
 * Ammunition Capacity: 15 > 12
 * Unload Time: 5.6 > 3 seconds
 * Reload Time: 11 > 5 seconds

Thunder
 * Burst Damage: 18,620 > 19,500
 * Cycle Damage: 167,580 > 234,000
 * Ammunition Capacity: 9 > 12
 * Unload Time: 5 > 3 seconds
 * Reload Time: 10 > 5 seconds

Halo
 * Burst Damage: 7,260 > 12,000
 * Cycle Damage: 65,340 > 72,000
 * Ammunition Capacity: 9 > 6
 * Unload Time: 2.5 > 6 seconds
 * Reload Time: 5 > 6 seconds
 * Lockdown Chance: 36% > 40%

Corona
 * Burst Damage: 10,620 > 18,000
 * Cycle Damage: 95,580 > 108,000
 * Ammunition Capacity: 9 > 6
 * Unload Time: 2.5 > 6 seconds
 * Reload Time: 5 > 6 seconds
 * Lockdown Chance: 36% > 40%

Glory
 * Burst Damage: 26,100 > 24,000
 * Cycle Damage: 234,900 > 144,000
 * Ammunition Capacity: 9 > 6
 * Unload Time: 5 > 6 seconds
 * Reload Time: 8 > 6 seconds
 * Lockdown Chance: 36% > 40%

Punisher
 * Bullet Damage: 569 > 600
 * Cycle Damage: 125,180 > 150,000
 * Ammunition Capacity: 220 > 250
 * Unload Time: 15.6 > 15 seconds
 * Reload Time: 10 > 8 seconds

Punisher T
 * Bullet Damage: 914 > 900
 * Cycle Damage: 201,080 > 225,000
 * Ammunition Capacity: 220 > 250
 * Unload Time: 15.6 > 15 seconds
 * Reload Time: 10 > 8 seconds

Molot
 * Bullet Damage: 940 > 1000
 * Cycle Damage: 65,800 > 100,000
 * Ammunition Capacity: 70 > 100
 * Unload Time: 12.2 > 10 seconds
 * Reload Time: 10 > 8 seconds

Molot T
 * Bullet Damage: 1439 > 1300
 * Cycle Damage: 100,730 > 130,000
 * Ammunition Capacity: 70 > 100
 * Unload Time: 12.2 > 10 seconds
 * Reload Time: 10 > 8 seconds