Augmenter Tweaking (AT) gives the player 4% increased effectiveness on his augs. This means that, at the max level of 25, augs are doubled in their stats. So if an aug gives +50% shield you’ll get +100% shield from this aug with AT 25.
Okay, so what is being changed?
What we will be doing is giving all the augmenters the values that they would have if they player had AT 25. What this means is that all stats on all augs will be doubled.
The new AT will increase the effectiveness of augmenters on your ship by 0.5% per level up to maximum of level 10. Players will be able to obtain the new AT skill just like the old one: through a chain of missions in The Acropolis.
Why are we making these changes?
We’ve come to realise that lower tech players are at an incredible disadvantage until they get their AT skill up to a reasonable level (often players would have far lower AT level than they would be able to acquire), especially because the AI in the early – mid levels do have AT. Missiles and Bots have been very popular in the early game and we feel that AT is partially responsible for this. Low tech augs already have low stat values, and the lack of AT makes it even worse. With this change, players will really feel an increase in their effectiveness after equipping an augmenter when they start playing the game.
What is happening to my current Augmenter Tweaking?
Players with Augmenter Tweaking 0 – 4 will have their skill reset back to level 0.
Players with Augmenter Tweaking 5 – 9 will have their skill lowered to level 1.
Players with Augmenter Tweaking 10 – 14 will have their skill lowered to level 2.
Players with Augmenter Tweaking 15 – 19 will have their skill lowered to level 3.
Players with Augmenter Tweaking 20 – 24 will have their skill lowered to level 4.
Players with Augmenter Tweaking 25 will have their skill lowered to level 5.
This will help players get through the missions without having to do content that is far lower than their current tech level (preventing largescale grinds).Discuss in the Forum