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Everything posted by The_Voltage
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Wh..? Why?!
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Or just reduce splash radius in sniping mode by 50%. Like no one use this augment to debuff targets this far away (8 props!!!). Plus it allow to use augment in more close range (like everyone use to). And also add this. I'd like to constantly have my Booster effect ;)
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Dictator and Mechanic does it much better. So, I'd prefer to use attack augment/turret with healing items, not the other way. This is my point here. Make this augment truly support, so you can support with it without being harmed by low experience earning. Maybe just stay with current stats. I didn't play with this for a while.
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Just give points differently. Lets say, we have 6 points for mechanic if you heal at least half-damaged teammate. When teammate's HP is almost full you'll have only 3 points. Also, I think it is essential to point out, that we need more visualization in those effects. So, I as a teammate can clearly see what effect my comrade have in his barrel to use and in what radius. There will be less situations with missuses, so you can give less score for such actions.
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Yeah
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Wiki sad that crit chance here decreased by 50% as well as crit damage, sooo
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Let's put owerpowerness aside. Only two augments that applies SA for sake of it is Toxic mix and Incendiary shells. Others make gameplay different. Yes, most of them are for byers and they're bad because of it, not 'cause idea itself. Unless we'll have some augments/mechanics that buffs you and teammates, right?) You're right, but not in all cases.
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I'd like to see more Gauss and Thunder augments. Gauss have so many parameters for playing with them. Thunder just my most beloved turret. As for stun: it maybe best for Stricker's augment (like one stun rocket in salvo) or Smoky's ('cause it is already have luck mechanic) and maaaybe Hammer's (when all bullets hits the target and only one stun-shot in the clip)
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category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Evo Evo stance for evolution means here an ability to adapt to different conditions. This idea inspired by Slay the spire game and its 4th character The Watcher. Also it could be similar to Crisis drone mechanic. The idea here that each time you use the overdrive you change the mode of the hull. Yes, something like passive effect overdrive here. Hull have three modes: normal (after the respawn), defence and offence. OD activation change your mode like: N-O-N-D-N-O ect. Hull itself will be medium. Sth like that: Normal: no effects. Gives extra damage to itself and teammates when changed to Offence. Heals itself and teammates when changed to Defence. Offence: speed boost, armor decrease. Ignites everyone around itself when changed to Normal (killed). Defense: armor boost, speed decrease. Freezes everyone around itself when changed to Normal (killed). -
Because no one need most of them. With the transformation to Augments they upgrade some of them by delete weaknesses. And those alts become playable. And profit, of course)
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Also add projectile speed (go faster than others though) and bouncing feature (like Vulcan). This is from test server.
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But you cannot one-shot most of the tanks with this aug (EMP-immune or not). But this -25% is essential for EMP feature to works (if it wasn't there, you just one-shot the target and EMP goes for nothing). Also without boost of reload, your enemy probably hide somewhere from you. I don't play against APs. or with them. So, I couldn't say much here.
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Sounds like bunch augs for Magnum)
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Just make more different drones
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New feature of the OP augs that they rare and can be fully devastated by hull augs. And maybe I'm a noob, but Hammer in my hands does more than EMPauss)
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But if you hide and wait for 5 sec you'll skip the 30 sec recharge of the supplies.
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category Ideas for Supplies and Drones!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Hmm... Maybe get rid of Spider module entirely and swap its with Mine Resistance and Mine Immunity, that protects tank from damage and impact force of the mines?- 2,749 replies
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- supplies
- drop boxes
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It would be more interesting if IB heat up tank faster and works only if the temperature of the tank is above zero. Now it's triggered by the expiration of the overheating time/ If it caused by temperature, problem with HI will go away. Also with this you can specially trying to heat up your tank by enemies, so it'll be more tactical/
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Yeah. Passive boost/abilities for everything! Slight power-ups to the status-effects. Like boost for effect itself, its duration, and reduction of the recharge of them (frost-heat ect. mines included) This is already over 15 modifiers only for supplies! And they wouldn't take away from drones, because of commonness and power of the drones. Then, you can use some passive mechanics from TX (focusing with lazer sight). Protection from splash-damage, self-damage. Contra-ones, that increase power of one module and decrease power of the others. Power-ups/downs for negative effects. Ones, that works only in some cases: tanks killed by your mines gives you extra health/extend duration of supplies. Like good effects, but not good enough to introduce them as drones/augments. Oh, ones that power-up augments, ect. And all from players' beloved containers only! And maybe challenges and bundles. Every idea can be used for these purposes, sadly.
- 3 replies
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- gameplay
- new feature
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Electromagnetic Shotgun I wach some Cyberpunk recently (my own PC can only run TO in max-settings) and I've gon inspiration from it. You could say, that we already have a shotgun in our game named Hammer. Yes, we have. Also we have Freeze and Firebird at the same time. Questions? Oh, I lost my track of thought a bit, sorry. To the actual idea. It'll have similar mechanics to Hammer: clip and cone spread of pellets. Clip will have more shots (let's say, 4) within it with faster reload and increased impact force (due to bigger number of pellets). On the other hand, reload of the clip itself will be longer than Hammer's, also spread cone will be bigger, so the turret would be more useful in closer combat. Damage of each pellet will be less. And no ricoshet feature. More melee Hammer. But as new turrets go, this one needs to have a second firing mode. It'll be similar to Gauss' one (of course, because it is EM-powered weapon). The difference is that it doesn't recuire a tank to charge. Plus is that you can strike at anything (don't seem as advantage before you'll learn about other features of this mode). Minus - you can easily miss. Like Gauss, this turret will have some element than indicate charged shot. How it is works: you hold space and charge begins. If you release the space charge immediately stops and reload bar go to the start (like with Gauss). If the charge ends, the turret immediately shoot. Basically, you can shoot two charged shots with bigger reload inbetween them and charge before them or four standart ones. Also you can have all other combos of shots (CSS, SSC, SCS and others). Let's talk a bit about features of the charge shots. Each charged shot recuire two standard shots from the clip. Reload after charged shot is also bigger. Charged shot have smaller cone spread of pellets (even compare to Hammer). Due to ultrasonic speed of the pellets they have much more little impact force, but can penetrate tanks (also deals more damage). Unlike the Railgun mechanic, the damage of the pellets themselves doesn't decrease when penetration goes, but their number decreases every time. So, this is why optionality of target to charge is an advantage. Also you can use some Railgun's tricks.
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Instant reload augment for Thunder When HD-skin for Hornet came out, I decide to play some battles with it and my UT-skinned Thunder. Mostly due it's look cool (OD+turret combo works meh almost as Vulkan+Viking). For sake of this combo I even change my lovely Defender to Booster (so I can at least kill someone armor-pierced). You probably see where this doing, yeah? In most cases this augment would be worthless, but for combo I described earlier it would be just perfect! Also maybe for Viking too.
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They have kind of solution to this in TX
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I need my lovely heavy Vulcan. So, make an argument out of this. Legacy augments idea! We already have Incendiary mix and Shock freeze. Next would be much asked vampirism-augment for Isida. Compacted buckshot for Hammer (pellets from 9 to 21 with impact force and damage decrease + it'll not bounce). Twins already have Stabilized plasma and Ricoshet gets a High-energy rounds (make it closer to Hammer not to Twins as it is right now). Smoky have Assault and Supercumulative rounds. IDK about Striker. Heavy machine gun for Vulcan (you know good old slow Vulcan). IDK about Thunder (it seems devs as well, 'cause we have only 3 augs with reload reduction). Railgun have Large-caliber rounds. IDK abut Magnum, Shaft and Gauss. IDKs may be filled by suggestions by others.
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I wanted this turret already, because all of the railgun protection madness in MM caused by cybersport players (it is not their fault, just format battels are so popular).