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  • Topics

  • Posts

    • I suggested similar things for firebird, to have new interesting augments for this outdated turret, but I guess this require changing turret mechanics and that's why devs won't do it, certainly not in form of augment, if they decided to do something like you suggested it would be implemented as a brand new isida turret mechanics 
    • l have an idea for lsida, and for HeaIing Augments: The same Nanobots shouidn't HeaI one group of Tanks (teamates) and damage another group of Tanks (enemies). lnstead there shouId be 2 types of Nanobots, one for each roIe. ln the case of lsida, this turret shouId have 2 Nanobot containers, 1 for HeaIing Nanobots and 1 for Damaging Nanobots. When it HeaIs it shouId drain one of the containers. The reecharge couId be sIow, but it wiII have the other container fuII, so it can start attacking the enemy. And viceversa.   PS: Like if you Iike the idea and l'II post it in l&S.
    • Fair, but remember sustainable nanobots when it came out? It could heal for 40s without any pause , do you think it was OP or no?  I played with that augment a lot, and I can guarantee you that it was not really OP certainly not toxic, most of the times you were not able to outheal damage and anyone who was being healed by you died anyway (sooner than expected) It was not even extra good for score farming, sometimes it was more annoying than useful, you had to play it (and still do) with crusader or hopper/ares due to weak cone angle it have, maps with uneven surface like massacre, future, silence, highways etc... = not good at all, and I usually died sooner than I managed to use all my energy for healing (in fact it did happen very rarely) You basically could not run out of energy for whole battle duration and yet it still was not OP, how many players played with it back then? If it was OP it would be spammed and abused by meta slaves but nobody actually played with it, only few enjoyers like myself. So I don't think infinite healing for isida would make game toxic, if it was made with a good disadvantages, that's what I think.   As for Phoenix augments farm, I think it does not matter anymore, phoenix augments are long killed and curret "phoenix" augments are just little better stock turrets with bonus points gain, and "status"  which is not lucrative enough to most of the players. In contrary I do think that killing ASL mode (with how they nerfed points per cap, was bad idea) This game is camping circus, long range nonsense is constantly kept OP and with the new drones mechanic it will get only worse, so having one mode where players play active game and are trying to reach objective  is not bad at all, let them have those points, why not? Why gatekeep hull phoenix augments to few choosen ones who were numb enough to stick with just one single turret and hull for hundreds of hours, making process faster should be a thing. I could have phoenix for isida and any hull by now, if I sticked with just one turret and hull , but it makes game boring and rigid. I think it would be good to have option to transfer experience from other hulls just to one, all phoenix are same anyway so why not. 
    • I can be top 3 without any augment and only brutus drone, (which I proved in few of my videos) it's not about being in top3 at the end of battle, it's about options turret offers. Why exactly should I use isida now? I can barely heal, if I do heal and waste all my energy at 1 target I can't attack effectively, so I in concluion, I can't heal, I can't attack, aiming is harder than with other melee range turrets (you have to maintain constant aim at target otherwise you will get 0 damage while beam is still shown at enemy) and you have 260 damage, which is weakest from all the melee turrets. Yes I know Tesla has 800 but you have to consider fact that first tesla hit does not need reload, it's instant, so after 1s, dps of tesla is in fact 1600 + it has other perks (dmg distribution to multiple target for example, electro ball is capable of dealing damage etc)  Same for Hammer, option to attack multiple enemies, in first few seconds, DPS is highly in favour for hammer, then it gets even (but good luck surviving) + hammer impact force causes isida most likely to miss at least 1s of its attacking.   In conclusion what I want to tell you is that all other melee range turrets has their gimmick and it's working for that turrets, Hammer has great impact force, multiple augments that are useful Tesla has chaining, ball chaining, electro ball damage, great status effect etc.. Freeze has freeze effect + better base damage and way stronger crit hits,  Firebird, weakest of the 4, has burning but it still has option to attack multiple enemies and base damage is at least better. (I think it also deserve buff)    What does isida have ? Few seconds of healing followed by unavailability to attack enemies due to low energy. Weakest dps, no impact force, option to attack just 1 target, weak critical hit dmg, weak critical chance. Only one good thing about isida is no damage drop, but you can barely use that to your advantage over other melee range turrets.    So yeah, you can perform with it to be in top 3, but why would you play with it? Other melee range turrets are all better, healing is way better with nanotech or healing emitter, status effect are way better for tesla and hammer. There is literally nothing unique about isida now, anyone who will play with it is willingly nerfing himself.
    • Do you even read my posts at all? What does that have to do with anything? In every post here, I mention that yes Healing Isidas should get significant buff to make them competitive with HE Shaft and NanoThunder and that long range healing should be nerfed (I literally mentioned range of healing, damage and reload nerfs like one post ago) if they still outperform short range Isida. All I am saying is that instead of creating third toxic abusable healing mechanic like Infinite healing on Isida to go along with HE Shaft and nanotech, its better to buff Isida healing/score and nerf long range healing in a way where healing Isidas are at the very least competitive and usable in the game. Is it so hard to comprehend that I would rather have reasenable buffs and nerfs instead of creating mechanics that players will surely find a way to abuse just like they did with other abusable mechanics in the past? The fact that its not happening and that long range healers have been able to roam and abuse this for several years is something you should take up with those responsible for the poor state of balancing in this game.
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