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And Cryo Smoky...and Dragon's Breath Hammer...

You do not need Freeze module against Cryo Smoky. Good Smoky players do not circle enemies like Fire/Freeze players. They camp and kill enemies across the map.

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You do not need Freeze module against Cryo Smoky. Good Smoky players do not circle enemies like Fire/Freeze players. They camp and kill enemies across the map.

Freeze module will reduce the amount of time you are completely helpless out in the open. 

 

Smoky-cryo freezes you instantly - unlike freeze.  :wacko:   Which is kind of goofy.  Not a fan of these multi-type damage alterations.

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Most turrets have alterations that increases damage in some way or form.

 

Firebird has 3.

Freeze has 2.

Isida has none.

Hammer has 3.

Twins has 1.

Ricochet has none (unless you want to count splash damage addition as increased damage).

Smoky has 3.

Striker has 2.

Vulcan has 1.

Thunder has none.

Railgun has 3 (maybe more if you want to count it's piercing ability).

Magnum has 2 ( automated gunpowder loading mechanism, and mortar).

Shaft has 3.

 

All turrets should get at least one alteration that increases damage other wise it's just injustice.

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Most turrets have alterations that increases damage in some way or form.

 

Firebird has 3.

Freeze has 2.

Isida has none.

Hammer has 3.

Twins has 1.

Ricochet has none (unless you want to count splash damage addition as increased damage).

Smoky has 3.

Striker has 2.

Vulcan has 1.

Thunder has none.

Railgun has 3 (maybe more if you want to count it's piercing ability).

Magnum has 2 ( automated gunpowder loading mechanism, and mortar).

Shaft has 3.

 

All turrets should get at least one alteration that increases damage other wise it's just injustice.

Compact Tanks doesn't increase your direct damage so Firebird only has 2.

 

I can only identify High-Capacity Drum and Dragon's Breath for Hammer as the ones increasing damage. 

 

Ricochet's Minus-Field Stabilisation would work with the same logic as High-Pressure Pump so Ricochet has one. Unstable plasma doesn't directly increase damage. 

 

Striker only has one which is Uranium. Cyclone doesn't count since each rocket does the same amount of damage. 

 

I don't like to count Vulcan's Incendiary Band because it directly decreases the damage but you're talking about the afterburn effect and the afterburn effect currently is better than a 10% damage nerf can take away. 

 

Thunder may not have one that increases its damage per shot but Sledgehammer does increase its DPM.

 

Hyperspace rounds should've stayed an idea and not become an implementation. It just makes no logical sense to me. Railgun has 3.

 

I would argue that Magnum has none. Automated Gunpowder Loading Mechanism doesn't increase the damage each shot does. Mortar's damage is directly decreased and the only way to deal "increased damage" is to miss the target (which would not do much damage to surrounding enemies thanks to the average splash damage added to Magnum last year) and hope one person touches the mine. The mine only affects one person and not the group so I'd say that Mortar doesn't increase the damage unless it's in a 1 v 1. 

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Compact Tanks doesn't increase your direct damage so Firebird only has 2. It can reach max temperature much faster.

 

I can only identify High-Capacity Drum and Dragon's Breath for Hammer as the ones increasing damage. Duplet and I guess slugger at a range.

 

Ricochet's Minus-Field Stabilisation would work with the same logic as High-Pressure Pump so Ricochet has one. Unstable plasma doesn't directly increase damage. 

 

Striker only has one which is Uranium. Cyclone doesn't count since each rocket does the same amount of damage. 

 

I don't like to count Vulcan's Incendiary Band because it directly decreases the damage but you're talking about the afterburn effect and the afterburn effect currently is better than a 10% damage nerf can take away. 

 

Thunder may not have one that increases its damage per shot but Sledgehammer does increase its DPM. Proof? I have used thunder for a long time, probably longer than you have and I know what it's strengths and weaknesses are. An m4 with this alt would just do 400 or 500 points of damage at its normal range. This may not be much but you would also take into consideration that they could have a thunder module (let's say 50%) now the damage is is reduced to 200 to 250, and if they have DA on as well, then you'd be doing only 100 to 125. Honestly the faster reload is only so slight, not really noticeable.

 

Hyperspace rounds should've stayed an idea and not become an implementation. It just makes no logical sense to me. Railgun has 3.

 

I would argue that Magnum has none. Automated Gunpowder Loading Mechanism doesn't increase the damage each shot does. Mortar's damage is directly decreased and the only way to deal "increased damage" is to miss the target (which would not do much damage to surrounding enemies thanks to the average splash damage added to Magnum last year) and hope one person touches the mine. The mine only affects one person and not the group so I'd say that Mortar doesn't increase the damage unless it's in a 1 v 1.

 

The automated gunpowder loading mechanism alt has no disadvantages, it has a faster charge rate, meaning faster reload which would mean, a higher DPS.

 

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can you make an alteration for hulls?

 

like extra speed for lack of armor plating

 

or faster overdrive charge up for slower turning speed?

 

and make it where all hulls have the same alt's not just diffrent ones per hull like the weps. and dont change the stats of the tanks too counter the alterations. just make it have same # of +'s as _'s.

 

yay plz implement this.

 

 

 

 

 

 

 

 

also

Freeze module will reduce the amount of time you are completely helpless out in the open. 

 

Smoky-cryo freezes you instantly - unlike freeze.  :wacko:   Which is kind of goofy.  Not a fan of these multi-type damage alterations.

 

the freeze alt will help in ctf

Edited by bobthecow

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Attention! Duplet has been nerfed!!!

When are they nerfing Smoky Incendiary Alt.  

 

Does more damage than Critical and you need two different modules to get full protection form one hit.

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When are they nerfing Smoky Incendiary Alt.  

 

Does more damage than Critical and you need two different modules to get full protection form one hit.

Agitation against Duplet worked, now we need one for Cryo Smoky and Incendiary Smoky. It may work too.

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When are they nerfing Smoky Incendiary Alt.  

 

Does more damage than Critical and you need two different modules to get full protection form one hit.

It doesn't sound like anything significant happened Hammer Duplet. We'll see. (Unless my post get's hidden.)

 

Smoky doesn't need changes. We just need more module slots.

Edited by OKDad70
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Support Nanobots doesn't seem to be any more worth it. It's a technical upgrade but in practice, it's a nerf. The entire change to Isida was a nerf. 

 

 

I'm not satisfied with the balance changes, firebird has been left untouched.

 

So am I. I've already come to terms with the change with the mentality that this is the new Firebird and it will stay like this for more than a year. Just try to be optimistic and maybe you'll get through this tough time against them. You have Fire protection with at least 25%. You can survive a Compact Tanks who barely touched you for a second. I barely make it with about 100 health remaining or die from the last tick in that situation since I'm a fat piece of Titan meat ready to be roasted without protection. 

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Support Nanobots doesn't seem to be any more worth it. It's a technical upgrade but in practice, it's a nerf. The entire change to Isida was a nerf.

 

 

 

 

So am I. I've already come to terms with the change with the mentality that this is the new Firebird and it will stay like this for more than a year. Just try to be optimistic and maybe you'll get through this tough time against them. You have Fire protection with at least 25%. You can survive a Compact Tanks who barely touched you for a second. I barely make it with about 100 health remaining or die from the last tick in that situation since I'm a fat piece of Titan meat ready to be roasted without protection.

 

I'm not worried about the kind that just attack for a split second and then move on. I'm worried about the kind that'll chase me all over the map till I die. Edited by DieselPlatinum
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When are they nerfing Smoky Incendiary Alt.

 

Does more damage than Critical and you need two different modules to get full protection form one hit.

I bought it yesterday and went to some battles. It is really strong and it could have a little nerf xD

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 I'm worried about the kind that'll chase me all over the map till I die.

I'm glad it's not just me that does that. :lol:

Snipe me from across the map and I'll spend the rest of the battle chasing yo a$$.  (As Riddler found out 2 wks ago.)

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I bought it yesterday and went to some battles. It is really strong and it could have a little nerf xD

Should have been patient and waited until after the server update.  :lol:

 

I'm heavily considering buying Adaptive Reload for Hammer tomorrow. I'll be buying Support Nanobots and some 20k alterations that I didn't have enough crystals for on the 27th of December 2018.

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Am I the only one that feels like the compact fuel mix for firebird is way too overpowered?

 

It is absolutely infuriating to play against. Basically if your team doesn't run isida (which in MM is really rare that your team does and the isida player himself is competent in any way) and/or freeze, (half of the people that play freeze don't know about the extinguishing feature anyway) you are dead. I would be fine with this if the person playing with firebird would put any effort at all into securing the kill. But here's what happens while playing against this alteration;

 

Imagine you're in a pro battle with no drugs, and you come around the corner and oh no, unlucky you, there's a firebird. Now normally you would think that there would be some fighting back and forth with one of the tankers being the winner after some exchange of shots. But if the other person is using the compact fuel tanks the fight will look like this 99 percent of the time: 1. You come around the corner to find out there's a firebird. 2. The firebird player holds down the spacebar for approximately 0,4 seconds 3. The firebird player immediately turns his attention towards whatever else he has to do and you just sit there for the next 2 seconds burning to death withouth any means to extinguish/heal yourself.

If you're in an MM battle or a pro battle with supplies allowed, you could use the repair kit, but chances are that a) the firebird player will notice this and just hold down his spacebar for another 0,4 seconds in addition, or b ) you don't want to use the repair kit and just accept your fate and die, thinking about what could have been if this alt was balanced properly.

 

Now you might think: "duh, just don't use light hulls then...", The thing is, this happens with any hull, except with the heavy hulls (heavy hulls will have around one fourth of their HP left in this scenario, so you won't be having that much luck with them either).

I'm all for fun alterations that might be a bit too strong here and there, but this is just ridiculous.

 

This is the single worst alteration design that I've ever seen. Who thought it would be a good idea to implement an alteration into the game, that basically deletes any effort that could have been put into playing the actual game, and replaced it with "HAHA I'M GONNA HOLD SPACE FOR HALF A SECOND AND HE DIES LMAO."

 

This makes the game very frustrating to play, mainly because of many players using firebird since its buff a few updates ago.

I'm not saying that nerfing this alt is neither necessary nor a good solution to this problem, but please, for the love of everything that's holy to you, give us some tool that we can extinguish ourselves with without relying on incompetent isida players and people with freeze who have no idea you can extinguish teammates.

 

Thanks for attention.  :) 

Edited by StarS282_r2leg
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I could be wrong but before the compact tanks alt, Firebird players wouldn't just hit you for 0.4 seconds.

Oh no, they would sit there and properly roast you until you died and respawned.  There was no escape, no way out.

 

All this alt has done is given them the option to fire and forget - a brief burst and they leave you to fry, instead of having to sit there and watch.

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Am I the only one that feels like the compact fuel mix for firebird is way too overpowered?

 

It is absolutely infuriating to play against. Basically if your team doesn't run isida (which in MM is really rare that your team does and the isida player himself is competent in any way) and/or freeze, (half of the people that play freeze don't know about the extinguishing feature anyway) you are dead. I would be fine with this if the person playing with firebird would put any effort at all into securing the kill. But here's what happens while playing against this alteration;

 

Imagine you're in a pro battle with no drugs, and you come around the corner and oh no, unlucky you, there's a firebird. Now normally you would think that there would be some fighting back and forth with one of the tankers being the winner after some exchange of shots. But if the other person is using the compact fuel tanks the fight will look like this 99 percent of the time: 1. You come around the corner to find out there's a firebird. 2. The firebird player holds down the spacebar for approximately 0,4 seconds 3. The firebird player immediately turns his attention towards whatever else he has to do and you just sit there for the next 2 seconds burning to death withouth any means to extinguish/heal yourself.

If you're in an MM battle or a pro battle with supplies allowed, you could use the repair kit, but chances are that a) the firebird player will notice this and just hold down his spacebar for another 0,4 seconds in addition, or b ) you don't want to use the repair kit and just accept your fate and die, thinking about what could have been if this alt was balanced properly.

 

Now you might think: "duh, just don't use light hulls then...", The thing is, this happens with any hull, except with the heavy hulls (heavy hulls will have around one fourth of their HP left in this scenario, so you won't be having that much luck with them either).

I'm all for fun alterations that might be a bit too strong here and there, but this is just ridiculous.

 

This is the single worst alteration design that I've ever seen. Who thought it would be a good idea to implement an alteration into the game, that basically deletes any effort that could have been put into playing the actual game, and replaced it with "HAHA I'M GONNA HOLD SPACE FOR HALF A SECOND AND HE DIES LMAO."

 

This makes the game very frustrating to play, mainly because of many players using firebird since its buff a few updates ago.

I'm not saying that nerfing this alt is neither necessary nor a good solution to this problem, but please, for the love of everything that's holy to you, give us some tool that we can extinguish ourselves with without relying on incompetent isida players and people with freeze who have no idea you can extinguish teammates.

 

Thanks for attention.  :) 

 

Firebird would take 0.75 seconds to fully heat a player with this alteration. If they have double damage, then they can shoot you for 0.5 seconds (because a tick of damage happens every 0.25 seconds). 

 

I don't know about anyone else but the Compact tanks Firebirds are always aggressive towards me. By aggressive, I mean they will stick around and shoot all of their ammo at me. They have 3.3 seconds of ammo which is enough to kill my Titan right after their ammo is depleted. When I use a Repair Kit, all they have to do is touch me for 1 tick of direct damage and I already get 5 ticks of afterburn. It's honestly ridiculous. In a PRO battle, If you've been sprayed for a second, you're basically done. No one can save you if you're alone. 

 

My very first battle with the new Isida, I struggled to keep my teammates alive from the afterburn of an Incendiary Vulcan. If my ammo is depleted and I'm trying my darndest to heal you with what little juice I get every second. you'll still die because the afterburn is now more than you can even heal in that situation. 

 

 

What I don't like is the unnecessary controversy around Firebird. It didn't have the overpowered mess it currently is but hey, "life happens". First, they had Incendiary Mix do 50% more damage which made perfect sense considering the rank unlock and price. Then, they silently nerf it and now the price is exorbitant. 

Compact Tanks is available at 1st Lieutenant for 70k crystals. Very inexpensive, very efficient. How does Tanki even make the mistake of keeping them where they are? 

 

It all just doesn't make sense and is very inconsistent. You might have to start accepting this as the new Firebird. 

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About the sledgehammer rounds for thunder. I have to admit that I was only half right.

 

Yes, beyond the range of max damage of sledgehammer the damage decrease is a good amount.

 

However what I did not take into account was that beyond stock thunders range of max damage is where sledgehammer becomes superior.

 

I can see that sledgehammer is the way to go on big maps like highways, Brest, desert, massacre, magistral, and maybe on red alert and Rio.

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About the sledgehammer rounds for thunder. I have to admit that I was only half right.

 

Yes, beyond the range of max damage of sledgehammer the damage decrease is a good amount.

 

However what I did not take into account was that beyond stock thunders range of max damage is where sledgehammer becomes superior.

 

I can see that sledgehammer is the way to go on big maps like highways, Brest, desert, massacre, magistral, and maybe on red alert and Rio.

BINGO.    Rapid fire with 50% weak damage.

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Bought Death Herald for Railgun yesterday and man, it is SO much fun. Combined with booster you can one-shot even heavy hulls if they don't have DA or Railgun protection, so if you get lucky, you can rapid-fire 4 or 5 shots and get as many kills. I thought Rail was terrible for DM and it was rare to see one take first place, yet I just got first about 10 battles in a row.

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About the sledgehammer rounds for thunder. I have to admit that I was only half right.

 

Yes, beyond the range of max damage of sledgehammer the damage decrease is a good amount.

 

However what I did not take into account was that beyond stock thunders range of max damage is where sledgehammer becomes superior.

 

I can see that sledgehammer is the way to go on big maps like highways, Brest, desert, massacre, magistral, and maybe on red alert and Rio.

I'm not sure where your logic comes from, but I do agree that Sledgehammer alt is far superior to stock Thunder in every way, albeit my reasoning is different. Yes, with the alt you get much faster damage drop-off and at medium to long range you're dealing just 50% of the damage. But there are two very important points here:

  1. Tanki maps are fairly small, and most of the fights happen at medium and close range. If you treat your Thunder like a Hammer or Twins and simply ignore far away targets, the reduced range won't even be noticeable.
  2. The reload speed increase is 40%. FORTY PERCENT! That's close to twice as fast, so even if you're dealing 50% of the damage (at long range), you are shooting almost twice as fast and therefore the damage is almost the same. But at close range you literally just have a stock Thunder with much faster firing rate.

And another important point is that the faster you fire, the less significant each shot is, meaning that a missed shot when you're shooting quickly won't be as big of a deal compared to missing a shot when you have a longer reload. Compare missing with Twins or Rico to missing with Railgun or Shaft.

 

So yeah, Sledgehammer may not be particularly OP (although that's arguable), but it is undeniably better than stock Thunder, which is not how alterations are supposed to work. It's like the situation with Twins, where the stock version is much worse than any of the alts.

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