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 Post subject: Fan Upgrades
 Post Posted: Mon Jul 09, 2012 12:17 am 
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I've seen many people complain that there is only an illusion of choice, since once you unlock everything, there is very obviously only one greatest combination. For example, the turbo-pills + boots + piggy bank. Almost no one uses healing or Solar Tree. So, what if there was a 7th Upgrade for each row(or more)?
Anyone can post in this section to suggest ideas, as well as anything that can balance out the upgrades. Ex: "Solar Tree should be only 50 solar!"

Standard Upgrades
Solar Tree/Balance - 150 Solar (1 level)
Gain additional Solar over time.
+60 Solar per minute
Teleporter 2.0 - 80 Solar (1 level)
Teleport harder. Better. Faster. Stronger.
1.75 sec teleport
Ultra 4-Pack - 150 Solar(1 level)
Health, Regeneration, Speed, and Solar: All in one tight package!
+10 health, +60 Regen/minute, +0.55 speed, +30 Solar/minute

Froggy G
Splash Dash
Monk Frog Pendant - 175 Solar (1 level)
This pendant allows you to control your dash, going a farther or shorter length.
Hold button for longer charge / +1 length
Water Bottle - 200 Solar (2 levels)
Leaves a trail of damaging water behind you. Do not touch.
+2 sec trail, +5 damage trail
Whirlwind
Can't Touch This/Balance - 95 Solar (3 levels)
You gain a damage-absorbing shield during tornado.
+18 HP for Shield
Mega Boombox - 220 Solar (2 levels)
Increases the size and damage of the tornado.
+20% size, +1 damage
Fish Gun
Baby Shark - 175 Solar (1 level)
Extra damage when the opponent is at low health.
+3 when under 40% health
Jellyfish - ???(0 levels)
Help me think of an effect!
Nothing

Clunk
Bite
Waste Disposer - 180 Solar (1 level)
A successful bite lets you "poop" out a health pack from behind, helping your teammates.
+1 health pack
Teeth Model GX - 200 Solar (2 levels)
Successfully biting makes your next bite even more powerful.
+5 damage, resets on failure to bite/Max +15
Self Destruct
Kamikaze Attack - 150 Solar(1 level)
Does extra damage when you have low HP.
+15 damage under 50%, +25 damage under 70%
Atomic Explosion - 225 Solar(2 levels)
Adds damage over time to the explosion.
5+ sec, +1 damage per sec
Missiles
Speed Missile - 810 Solar(1 level)
Adds a small missile to your launch string, moving very fast, but weaker.
+1 Speed Missle(Speed = 4, Damage = 10)

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Last edited by MiniPassword on Tue Jul 24, 2012 10:06 pm, edited 14 times in total.

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Mon Jul 09, 2012 9:35 am 
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I prefer the current useless upgrades being changed/improved. Of course I'm not against a 7th upgrade but it seems like a lot of work, you got 8 characters soon in total, that means 27 new upgrades to make.
The upgrades also need to be original and balanced, so I think it just takes too much work.

And the last row will be better after the patch I think, as the power pills turbo gets changed :)


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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Wed Jul 11, 2012 4:14 am 
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Knotsie wrote:
I prefer the current useless upgrades being changed/improved.

Alright then! Post here what upgrades you feel are useless.
So far, the only I really see is Solar Tree, but then again, I haven't had this game for TOO long.

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Wed Jul 11, 2012 4:14 am 
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Knotsie wrote:
I prefer the current useless upgrades being changed/improved.

Alright then! Post here what upgrades you feel are useless.
So far, the only I really see is Solar Tree, but then again, I haven't had this game for TOO long.

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Wed Jul 11, 2012 10:30 am 
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Sure, these are useless imho;

Clunk -- Cash container - Gain Solar per successful bite.
Blueprints container - Reduces the time you have to wait upon death.
Froggy G -- None actually
Leon -- Magnet piercing - Your tongue attack will pull Solar towards you.
Lonestar -- Dark matter flashbang - Adds a blinding effect to dynamite.
Voltar -- None actually
Yuri -- Aerial spring - Makes mines bounce up and down. (at least I don't see why this is useful, when I used it, it actually made me worse with the mines)

Not so many, most could just do with an increased effect or lower cost I think. The blinding effect is just not strong enough imo though.


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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Fri Jul 13, 2012 12:19 pm 
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Knotsie wrote:
Sure, these are useless imho;

Clunk -- Cash container - Gain Solar per successful bite.
Blueprints container - Reduces the time you have to wait upon death.
Froggy G -- None actually
Leon -- Magnet piercing - Your tongue attack will pull Solar towards you.
Lonestar -- Dark matter flashbang - Adds a blinding effect to dynamite.
Voltar -- None actually
Yuri -- Aerial spring - Makes mines bounce up and down. (at least I don't see why this is useful, when I used it, it actually made me worse with the mines)

Not so many, most could just do with an increased effect or lower cost I think. The blinding effect is just not strong enough imo though.

The bouncing mines makes them unpredictable and can prevent folks from jumping over them in some areas. I'm not a big fan, but I've seen it used effectively.

I agree with Clunk's and Leon's upgrades. I think Froggy G could use a splash upgrade beyond just "more damage, less cool down, or more stun", as he's got 5 upgrades that only do 3 things. Maybe replace the large damage one with something else. Lonestar's Flashbang isn't that great, but it's annoying when Iv'e had it used against me, and has some uses in well planed teamwork situations.

Yuri also should get rid of one of his max damage upgrades (the 2 stage one, the single stage one isn't that expensive), especially when he's going to get the flyswatter (+1 damage always).

Personally, I dislike Clunk's missile upgrade system. I'd rather he just got more damage per missile, and then you could get rid of one of the 3 upgrades for it and add in something else (extra range maybe?)

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Fri Jul 13, 2012 3:27 pm 
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Knotsie wrote:
Sure, these are useless imho;

Clunk -- Blueprints container - Reduces the time you have to wait upon death.

I'd imagine that the blueprints can be used for suicide explosions, such as when you are hopelessly trapped by gankers at low hp. Just blow up and get back in quickly! Not very good, I know, but that's all I use explode for, so I use it for a shorter respawn, since the occasional 20 second respawn gets to me.

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Fri Jul 13, 2012 4:45 pm 
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Hm ok, but I use my SD to deal a lot of damage to people with the cooldown reduce upgrade.
And I only remember one time I used the suicide SD well, it gave me a kill when I was 1v2 against a missile lonestar and slow leon.
Besides that, I just don't wanna suicide in the game :P so I think then at least it should get buffed, like no respawn seconds when doing a suicide explosion, instead of reduced. (though that may be unfair against bots.. they suicide explode every time when possible :x )


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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Sat Jul 14, 2012 2:08 am 
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Knotsie wrote:
Hm ok, but I use my SD to deal a lot of damage to people with the cooldown reduce upgrade.
And I only remember one time I used the suicide SD well, it gave me a kill when I was 1v2 against a missile lonestar and slow leon.
Besides that, I just don't wanna suicide in the game :P so I think then at least it should get buffed, like no respawn seconds when doing a suicide explosion, instead of reduced. (though that may be unfair against bots.. they suicide explode every time when possible :x )

That sound nice, actually. No respawn ONLY if you died while exploding.

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 Post subject: Re: If there was a 7th Upgrade
 Post Posted: Sat Jul 14, 2012 2:19 am 
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Knotsie wrote:
Sure, these are useless imho;

Clunk -- Cash container - Gain Solar per successful bite.
I'm not really a Clunk player, but I've seen people complain it's slow regain solar, just like solar tree. Maybe from 10% to 30%?
Blueprints container - Reduces the time you have to wait upon death.
Like FishmanDerp said, it's useful for suicide bombs.
Froggy G -- None actually
Yay for Froggy G! I'm a Froggy G player, by the way.
Leon --Magnet piercing - Your tongue attack will pull Solar towards you.
Ooh, lots of things we could do with this one. How about, the more solar you take in, the longer your tongue gets? With a maximum, of course. So basically, it turns solar into tongue range.
Lonestar --Dark matter flashbang - Adds a blinding effect to dynamite.
We can all agree this is bad. But if it lasted, say, 4 seconds for each blinding that's be more useful, I feel.
Voltar -- None actually
What beauty.
Yuri -- Aerial spring - Makes mines bounce up and down. (at least I don't see why this is useful, when I used it, it actually made me worse with the mines)
I'm not a Yuri user, so don't quote me on this, but I believe the bouncy mines can cover a much larger vertical area. Y'know, since it bounces.
Not so many, most could just do with an increased effect or lower cost I think. The blinding effect is just not strong enough imo though.

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