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So when are Devs going to reduce the amount of burn damage Vulcan Incendiary does?  Get touched for 2 seconds and you die.

 

OR...

 

Allow Vulcan protection Module to reduce ALL damage done by Vulcan turret - including incendiary damage.

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So when are Devs going to reduce the amount of burn damage Vulcan Incendiary does?  Get touched for 2 seconds and you die.

 

OR...

 

Allow Vulcan protection Module to reduce ALL damage done by Vulcan turret - including incendiary damage.

I get touched by that for 1 second and I receive 4 ticks of fire damage when I'm supposed to receive two, or if I'm unlucky, three. The rate is supposed to be 20% of maximum temperature every second. I feel like they aren't being honest with us about the heating rate. Coming down to 3-5 seconds, it's accurate but below that, you get more afterburn ticks than you should be getting. 

 

The devs said that Vulcan's afterburn and overheating damage is tied with Firebird's afterburn damage so it doesn't seem like the second option would be implemented. Because Vulcan is a continuously firing turret, I doubt they'll reduce the maximum temperature for only Vulcan because they would have to decrease the maximum temperature the hulls can get to as well. 

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So when are Devs going to reduce the amount of burn damage Vulcan Incendiary does?  Get touched for 2 seconds and you die.

 

OR...

 

Allow Vulcan protection Module to reduce ALL damage done by Vulcan turret - including incendiary damage.

Neither

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wolf lol he meant devs wont loook forward to it they will not nerf the alt btw if u want to survive then use vulcan and fire module both thatll help u

I know they will both help me - but the issue is I need to equip 2 modules for 1 turret.

 

Then when I see 3 rails and 2 Thunders I'm kinda out of luck - there being only 3 slots for modules and all...

 

 

With they amount of turrets they have added over past few years, plus the dual-damage alterations, not to mention mines from drones, we really need an option that gives us protection from 4 sources of damage.

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Here I was about to write a rant about Shell Destabilisation and now it's been nerfed. The nerf doesn't seem too heavy though. I'll see how I fare with it from tomorrow. 

Edited by TheCongoSpider
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Second time I've said this but after another balance update which halves the damage boost on corrosive mix I need a moderator to take my review of the alteration out of the reviews section because it is OUTDATED. 

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I had mixed feelings about Shell Destabilisation before the nerf. I didn't know if it was overpowered or balance because the drawback was really heavy but so was the benefit. It's only recently I'd been noticing how unbalanced it was. Someone pointed out that with the new damage range, there is a new average damage. For M4 Railgun, the average damage with the alteration was 1,520 which is almost equal to getting a lucky shot with Unaltered M4 Railgun. 

 

M4 Railgun would deal around 1,600 damage very infrequently because they'd have to be lucky.

M4 Round Destabilisation would deal 1520 damage on average.

 

I felt like this was an upgrade to Railgun seeing as almost all of the Railguns I encountered had this alteration equipped. The ones that didn't have it equipped didn't flourish in battles compared to their teammates who had it. 

 

 

Before the nerf, I would see 2-3 M2 Shell Destabilisation users on the enemy team and maybe 1-2 on mine almost every battle. They're really annoying to face with their BS impact force that I've seen knock a Titan that was going up a ramp on its side. The devs aren't really transparent with their in-game mechanics. Heck, the in-game mechanics page on the Wiki is very outdated. The lack of transparency usually results in nasty slippery slope fallacies from players. Why? Because we don't know what to expect. They're the ones with the information. We have to make assumptions (which usually seem to be true) about new mechanics and existing ones, especially with Alterations. 

 

In this Iran battle, there was a pesky Shell Destabilisation user on the enemy team. He shot me a total of 5 times in that battle. What's interesting is that for all 5 times, they did almost the same amount of damage. This was the amount of damage the guy was doing. My health when from full to this 5 times:

 

Round-destabilisation-damage.jpg

 

My Hunter's health in that picture is 2294. Based on estimation, I estimated that the guy did around 1675 damage 5 times to me. Higher than Unaltered M4 Railgun could even reach. These Railguns often take more than 75% of my Hunters health. I remember there was a battle where almost every rail shot that hit me when I was at full took away >90% of my HP if not one-shotting me. I'd say that 1 in every 10 Destabilisation shots is a "low damage" one. 

 

 

 

After experiencing them in every MM battle I went to in the lower ranks, I was starting to suspect that the damage distribution from that alteration was negatively skewed. If you don't know what that means, this is a bell curve that is not skewed in any way. This is how the damage distribution for Railgun and Smoky is according to the Wiki: 

 

 No-Skew.jpg

 

 

 

The average damage is the highest point seen in that picture. 

 

This is a negatively skewed distribution. This is how I suspected Shell Destabilisation's damage distribution to be: 

 

 

 Negatively-Skewed-Distribution.jpg

 

 

 

As you can see, the average damage is higher than what is symmetrical. In other words, what I'm saying is that Unaltered Railgun would be dealing 1,200 out of 1600 damage on average; Shell Destabilisation would be expected to deal 1520 out of 3040 damage on average but it may really be doing 2,200 out of 3040 damage on average. See what I mean? 

 

 

We have no proof that it's like that because the devs keep us in the dark about the modern in-game mechanics. We only go on what we see rather than what we understand. 

 

 

Another thing about that alteration is the damage range is so wide, you can't really tell if the player who shot you had double damage activated or not. You can't really fight back against this because you don't even know what you're trying to defend against. 

 

I think it was great that they nerfed it. I'm pissed, however, that certain players feel as if the alteration is "dead" just because of that nerf. We still don't know if the damage distribution is/was negatively skewed or if it doesn't have a skew at all and this really bothers me. 

 

 

I've noticed in the past that myself writing long posts attracts almost 0 attention for discussion. I hope that isn't the case this time because I'm naturally pessimistic but I try to be positive. I just can't really see what's positive when so many negative things could cloud those positive thoughts. The opacity, and sometimes ambiguity, of the devs is really getting to me to the point where I can't trust a lot of alterations for being properly understandable. They did say that they were catering to the players with short attention spans. Does this mean that they're also catering for the players who don't take the time to learn why things work and not the players who wonder why? 

 

Games have allowed me to increase my vocabulary and idiom usage for my language as well as other languages. Is the playerbase just not ready to find out the mechanics of the game"?

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Can someone also say about Smoky M1's other alteration ? It is Supercumulative rounds. How i works ans if it is worth buying it ?

Edited by F41TH

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Can someone also say about Smoky M1's other alteration ? It is Supercumulative rounds. How i works ans if it is worth buying it ?

I've been up against many with this alt. Even though the critical chance has decreased, the critical damage is devastating. And worst of all, you won't know if you'll get hit with a normal shot or a critical shot.

 

If you encounter an enemy with this alt, stay the heck away from them. If they have their back turned towards you, you may shoot but only with a ranged weapon and with caution.

 

As far as using the alt goes, you can give it a shot, and report your findings.

Edited by DieselPlatinum
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Can someone also say about Smoky M1's other alteration ? It is Supercumulative rounds. How i works ans if it is worth buying it ?

Lets keep it very, very simple.

 

Say Stock smoky crit  = 100 dmg @ 20%

Then...

Supercumulative crit = 150 dmg @ 10%

 

Which one do you think does more damage over time?

 

I've been up against many with this alt. Even though the critical chance has decreased, the critical damage is devastating. And worst of all, you won't know if you'll get hit with a normal shot or a critical shot.

 

If you encounter an enemy with this alt, stay the heck away from them. If they have their back turned towards you, you may shoot but only with a ranged weapon and with caution.

 

As far as using the alt goes, you can give it a shot, and report your findings.

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Can someone also say about Smoky M1's other alteration ? It is Supercumulative rounds. How i works ans if it is worth buying it ?

It is not worth buying. It is just too luck-based. Spare crystals for Incendiary alt. If your rank is too low for Incendiary alt, you should fight with stock Smoky or Subcaliber Thunder.

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It is not worth buying. It is just too luck-based. Spare crystals for Incendiary alt. If your rank is too low for Incendiary alt, you should fight with stock Smoky or Subcaliber Thunder.

F41TH only wanted to use Smoky and it's MUed to M2.

 

Yeah I tried Incendiary Round with my Smoky M1, it was hilarious. M1 trolling M2 haha....

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please nerf the vulcan firebird alteration

 

whoever decided it was a good idea to add firebird afterburn to anything except firebird should be demoted to janitor

 

firebird smoky is trash

 

freeze smoky is trash

 

why cant enemy mines just be visible already with all this mine spam drone magnum alteration garbage everywhere

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please nerf the vulcan firebird alteration

 

whoever decided it was a good idea to add firebird afterburn to anything except firebird should be demoted to janitor

 

firebird smoky is trash

 

freeze smoky is trash

 

why cant enemy mines just be visible already with all this mine spam drone magnum alteration garbage everywhere

Back when Vulcan first came out, I was wondering why that wasn't one of Vulcan's mechanics. It would have made sense for the bullets to heat up when the Vulcan was overheating. I guess that would have been bad for balance. 

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Here I was about to write a rant about Shell Destabilisation and now it's been nerfed. The nerf doesn't seem too heavy though. I'll see how I fare with it from tomorrow. 

Barely made a difference IMO, I still use shell destabilisation over my more expensive railgun alterations, and I see other railguns wrecking havoc with it

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Barely made a difference IMO, I still use shell destabilisation over my more expensive railgun alterations, and I see other railguns wrecking havoc with it

I'm still being one-shotted but less frequently now. They are still annoying and the highest equip rate of the alterations.

Edited by TheCongoSpider
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I'm still being one-shotted but less frequently now. They are still annoying and the highest equip rate of the alterations.

Stock Rail is weak so players need to buy alts for it. Some turrets do not need alterations, for example Fire, Freeze and Isida.

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Stock Rail is weak so players need to buy alts for it. Some turrets do not need alterations, for example Fire, Freeze and Isida.

Good thing Isida doesn't need alterations ... cuz all the ones they've designed so far are terrible.  :lol:

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Good thing Isida doesn't need alterations ... cuz all the ones they've designed so far are terrible. :lol:

I would like Isida alt which makes you consume 2* less energy while attacking but with -25% damage.

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