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 Post subject: Mutations/Devices
PostPosted: Thu Jun 21, 2012 4:43 pm 
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Well, according to the site, they now have info on at least the basic idea of both Devices and Mutations. They both seem to do the same general thing, but with Devices modifying your equipment, and Mutations modifying your bodily skills. 8 of each, 6 "minor", 2 "major", with levels of effect relative to the name. Any discussion to make before there is more info on the table, or can we start talking about what this will enable us to do?

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 Post subject: Re: Mutations/Devices
PostPosted: Thu Jun 21, 2012 4:55 pm 
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Well, my guess is that Devices are items that you hold, when you fire them, they do a special effect. They could also be a attachments to weapons.

Mutations are going to do stuff to your hero. My guess is that it is going to make them run faster, better aim, etc..

Of coruse, we will never know until they are released! 8-)

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 Post subject: Re: Mutations/Devices
PostPosted: Thu Jun 21, 2012 5:01 pm 
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StarCopper wrote:
Well, my guess is that Devices are items that you hold, when you fire them, they do a special effect. They could also be a attachments to weapons.

Mutations are going to do stuff to your hero. My guess is that it is going to make them run faster, better aim, etc..

Of coruse, we will never know until they are released! 8-)



Thats just it, the in-site store has examples, and judging by the -very- minute effect of most of them (besides the "Majors", which might be active item uses, or might just be limited due to thier power), they seem to all be totally passive boosts, like the Products in Super Monday Night Combat. You bring them in with you at the start of a match, and they give you a tiny boost in something you just need that -slight- nudge in. Say, you're using a weapon with a hell of a slow reload, so you equip some devices to make your reload more manageable.

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 Post subject: Re: Mutations/Devices
PostPosted: Sat Jul 07, 2012 3:55 am 
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Basically they are equipped before the match or your play in survival and stay equipped the entire time. Each Hero will come with a set of free Devices and Mutations. The ones in the store just allow you to swap them out and customize. Everything will be balanced. In the end, these will allow players to strategically customize their Hero even further should they wish. :)

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 Post subject: Re: Mutations/Devices
PostPosted: Sun Jul 22, 2012 7:31 am 
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they better not do what tf2 or runescape dose beacuse with the rune scape they say oh good u r this lv if u whant this buy now

then with tf2 to get better stuff u need to buy alot of stuff to get heeps of points :o or to get on top of the leader bord


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 Post subject: Re: Mutations/Devices
PostPosted: Mon Jul 23, 2012 8:20 pm 
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gingerninja wrote:
they better not do what tf2 or runescape dose beacuse with the rune scape they say oh good u r this lv if u whant this buy now

then with tf2 to get better stuff u need to buy alot of stuff to get heeps of points :o or to get on top of the leader bord


They are planning on balancing all the modifications. However i do like the idea of a device that you hold that has a temporary effect on you, it would need balancing and a recharge but it could be pulled off.


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 Post subject: Re: Mutations/Devices
PostPosted: Tue Jul 24, 2012 12:41 am 
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Strader wrote:
gingerninja wrote:
they better not do what tf2 or runescape dose beacuse with the rune scape they say oh good u r this lv if u whant this buy now

then with tf2 to get better stuff u need to buy alot of stuff to get heeps of points :o or to get on top of the leader bord


They are planning on balancing all the modifications. However i do like the idea of a device that you hold that has a temporary effect on you, it would need balancing and a recharge but it could be pulled off.


We wont have devices like this sold in the store. These instead would be unique to each hero and are called abilities(think like in LOL or Warcraft3). Every 5 levels you get to upgrade another unique ability. We will do our best to make sure all the heroes unique abilities are balanced with the other heroes. Such example of an ability would be like "see in the dark" for 30 seconds, then it has to refresh. :)

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 Post subject: Re: Mutations/Devices
PostPosted: Tue Jul 24, 2012 9:32 pm 
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 Post subject: Re: Mutations/Devices
PostPosted: Wed Jul 25, 2012 4:57 am 
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yes a better investment for this game i hope it pays of in the long run :lol:


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 Post subject: Re: Mutations/Devices
PostPosted: Wed Sep 12, 2012 12:26 am 
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However these mutations and devices are implemented, please keep the humour/puns in the name. Please.

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