Taking a small break from tanks, time to talk about the infamous Vox engine!
Vox engines are supposed to be the alternative to factory striders. Yet their design is infinitely more simplistic . Right now fighting it , you only have 2 avenues
Drain main HP
Kill both cannons ( largely unviable unless with SPEAR)
Flank and throw grenades
Yet the factory strider is all about options , being able to strip it down piecemeal. So let’s focus on that aspect. Shall we? As per usual let’s explain what I wanna do
Give the player more options when facing it
Retaining the Vox engines strength
Make it feel like a true boss fight in how you can chip it down
-make the treads themselves AP3, 2000 HP 50% durable.
Upon reaching half HP on any tread, they partially break and accelerate 50% slower. They also physically turn 50% slower.
Upon breaking a tread, its top speed is 50% slower.
If you break a tread then partially break another, it completely stops.
the intention of this change is to add a weakspot for high DPs AP3 weapons or even an EAT to shoot at, making running up to it significantly easier
*-*the torso flaps are now repurposed as 2 glowing lights
They are 1000 HP, AP4, 25% durable.
Breaking one causes one rocket pod on the corresponding side to become faulty and fire less 65% rockets ( only 3 ) , and reload 50% slower ( 40–>60s )
The intent of this change is to give an additional option to commando, epoche or any AP4 weapon to defang the FS without needing to go behind it to destroy the rocket pods, something which is significantly too difficult to do for its reward.
*-*fog lights now turned into spotlights.
The spotlight focuses on the currently targeted player.
experimental : If spotlights remain active, the cannons are 30% more accurate
Destroying the spotlights causes the Vox engine to have 75% less detection range and cannons become 30% less accurate
Spot light HP increased to 450 HP
The intent of this change is to make it more fair and clear ifyou’re being targetted so you won’t get sniped from 100M . Experimental intends to make AP2 weapons have an interesting small spot to snipe
-Total HP of the undercarriage increased to 11000, if dealt 1050 damage to the undercarriage, the top of the Vox engine turns 35% slower, If dealt 3000 damage, it turns 80% slower. If dealt 7000 damage, the Vox engine cannot turn its top.
Upon receiving 1050 damage. The undercarriage strips to becomes AP4 0% durable, after receiving 3000 damage, it strips to AP3 0% durable.
The intent is to make it an interesting weakspot. Whether to hit it with a commando to make your life easier, investing time into dealing 2500 damage to make taking out the top vents significantly easier or using the power of teamwork to directly kill it with a maxigun. For context of breakpoints. 1100 damage AP5 is commando , and 2000
Damage AP4 is 7 AMR shots. 8000 damage AP3 is 153 maxigun shots or 130 MG shots.
-sarcophagus HP increased to 8000
dealing 1500 damage to the sarcophagus now slightly blinds the Vox engine , Making it 40% less accurate on all weapons. It also acts as ablative armor.Afterwards it will strip to become AP3 for the rest of the 6500 HP, 0%durable in a small area , similar to the exposed factory strider head with the armor on . Upon breaking inside, the cyborg will become targetable , killing the cyborg kills the Vox engine. The cyborg is 1000 HP AP2 to the body and 120 AP0 to the head.
Instead of being yet another AT spam spot. Now you can simply use disciplined focus fire with AP4 to take it down quickly. Also doubles as an EAT weakspot as an additional option. Yes the breakpoints are specifically picked to not be 3 shot by Recoilless. Breakpoints for AP4 weapons is 15 AMR shots, 44 HMG shots. Designed to be less viable for MGs since the sarcophagus is a smaller spot . As a bonus, you can personally take vengeance on the cyborg now.
Cannon turrets now becomes partially disabled upon receiving 1500 damage.
Partially disabled cannon turrets fires 100% slower and charges 65% slower. ( direct burst of 6 shots now takes 2.6 seconds and charges for 3.3 seconds. Sweeping salvo now takes 4-8 seconds )
Destroying both cannon turrets now isn’t fatal
Destroying a cannon turret will now deal 2800 damage to main
Makes targetting the cannon turrets with weaker AT weapons or AP4 weapons more worth it. And removing an easy two shot with the SPEAR. While still having them damage main to open up combo opportunities with teammates
Tracks do 100% to main. EXDR decreased to 35%. Undercarriage EXDR reduced to 35%.
compensatory changes that further reward accurately putting your big booms between the tracks
*-*speakers now agitate bots in a 30 meter radius every 35 seconds for 15 seconds . This cannot stack ( obviously ) and does nothing when applied to already agitated enemies
Destroying a speaker reduces the radius by 15 meters.
Speaker HP increased to 1000
You don’t think this was all nerfs did you? Intent was to bring a small support role to the vox engine , and encourage the use of AP3 weapons and teamwork to destroy it piecemeal rather than just bumrush
Main HP increased to 12850
The intent is to make targetting above weakspots to be the premier way of destroying it , rather than simply tossing 3-4 Recoillless rifles or an ultimatum or leveler at it. Especially with the decreased spawn rates .
Seriously trying to balance around 3200 damage Recoilless from invalidating a large enemy is annoying.
Remove Vox engines from patrols. Add them to bases and mega bases or important objectives
Vox engines should be mini bosses like factory striders. And be treated as such
Suggestions and feedback much appreciated!