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It's a good thing that we can't equip more than one alteration, but if we still could, here are a list of overpowered alteration combinations that I have found:

 

For firebird:

 

· High Pressure Pump + compact fuel tanks.

 

For freeze:

 

· High Pressure Pump + shock freeze.

 

For hammer:

 

· Slugger + duplet.

· Dragons Breath + duplet.

. Dragons Breath + high capacity ammo clip.

 

For twins:

 

·Stable plasma + heavy plasma gun.

 

For smoky:

 

· Supercumulative rounds + high precision aiming system.

· Auto cannon + cryo rounds.

· Autocannon + incendiary rounds.

 

For striker:

 

· Cyclone + uranium.

 

For railgun ( possibly more) :

 

· Round stabilization + large caliber rounds.

· Large caliber rounds + rounds destabilization.

· Rounds destabilization + death Herald.

· Rounds destabilization + electromagnetic accelerator scout.

 

For magnum:

 

· Automated gunpowder loading mechanism + mortar.

 

For shaft:

 

· Short band emitter + rapid fire mode.

 

 

Scary at thinking of what any of these combinations could do.

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It's a good thing that we can't equip more than one alteration, but if we still could, here are a list of overpowered alteration combinations that I have found:

I had never of thought what it would be like equipping two of the newer alterations together. Some of them combinations would be insane, completely OP.

 

Slugger + Duplet of Hammer with DD active would be instant death for any hull without protection/DA if they are within range. 

 

Autocannon + Incendiary rounds is another scary thought. 

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It's a good thing that we can't equip more than one alteration, but if we still could, here are a list of overpowered alteration combinations that I have found:

 

For hammer:

· Slugger + duplet.

· Dragons Breath + duplet.

. Dragons Breath + high capacity ammo clip.

For twins:

·Stable plasma + heavy plasma gun.

For smoky:

· Supercumulative rounds + high precision aiming system.

For striker:

· Cyclone + uranium.

For railgun ( possibly more) :

· Round stabilization + large caliber rounds.

· Large caliber rounds + rounds destabilization.

· Rounds destabilization + electromagnetic accelerator scout.

For shaft:

· Short band emitter + rapid fire mode.

Scary at thinking of what any of these combinations could do.

Slugger and Duplet.... deal 2160 damage total even in long distance....

 

Super Crit with High Precision.... probably get 1,440 critical damage (mental math boi)

 

Stable Plasma and BFG?! Spam that Twin, get bunch of kills and ONLY ONE DEATH!

 

Cyclone-Uranium..... that thing can destroy even the strongest tank in a salvo. M4 Titan-Orka.... get wasted in a salvo. In average, Cyclone-Uranium salvo can deal 10,560 damage per salvo (another mental math boi). With Booster Drone.... good bye M4 Juggernaut-Orka...

 

Round Stabilization+LCR.... every shot 1,680 damage without weak shots! LCR+Round Destabilization.... strong shot deal 3,808. If we still have 90% strong shot.... 4,256 damage! One-shot M4 heavy hull!

 

You forgot Sub-Caliber with Sledgehammer for Thunder. Keep spamming that without losing a single HP by your own fire.

 

Short-band with RFM can be a beast. But imagine Short-band with “Pistol Whipper” (my idea alternation that can fire a burst of 5 while ditching sniper shot) that combination with Hornet’s OD can wreck M4 max protected Titan in a burst.

 

Or with Booster, it can sap away at least 80% of M4 Juggernaut’s HP. Really scary. And Short-band emitter will not negatively affect “Pistol Whipper”’s reload time.

Edited by FrozenRailgun

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I had posted this in the "Let's Discuss Firebird" thread but I'm posting it here so it can get more recognition. I'll put it in a spiler so it won't look tedious to read like my 1k+ word posts. 

 

 

 

I am appalled by the devs actions with Firebird and its respective alterations. 

Incendiary Mix originally dealt 50% more damage with the afterburn effect being removed and the energy consumption reduced. Then they suddenly changed it to 10%. In Patch Note 547, it stated that the energy consumption would be decreased again. They said nothing about the damage. I watched WoundedWarrior's video on Incendiary Mix saying that it was OP. I knew what 110% of 700 damage (M4 Firebird's direct damage) was. 110% of 700 is 770. 

 

Wounded-s-Review.jpg

 

770/4 is 192.5. With double damage, it's supposed to deal 385 per tick at most. In the video, he clearly states that it deals 525 damage per tick (shot).

 

What's 525*4? 1050.

 

What's 150% of 700? 1050

 

What was the % increase of the damage that Incendiary Mix originally had when it first came out? 50% 

 

 

 

I didn't want to believe Tanki would ever flop like this again after their ignorance of allowing the Compact Tanks alteration to be as cheap as it was and clearly seeing what was happening but I went on the Test Server just now to take a closer look at Incendiary Mix just to make sure. I politely asked a player in a Parkour battle who didn't have protection against Firebird if I could shoot him for a bit. He gave me permission and I shot. I did 262 damage per tick to him. What's 262 *4? 1048 which is very close to 1050. 

 

So basically, Tanki is being very opaque about the mechanics of an expensive alteration of a very controversial turret. Tanki, why? 

 

I'm so fed up of them doing this. What is their plan? The Russian Wiki says that it's a 10% increase. Even the Russian Wiki got it wrong. What does that have to say about the game? It was 50%, then you silently change to 10% You buffed the energy consumption and now you silently put it to 50% again. What the f'ing hell Tanki. Stop being so opaque. We can't even trust that you'd make stuff balanced for us. You went and made something overpowered behind our backs. 

 

 

I just felt to punch my computer screen after I saw 262 damage per tick in the Parkour battle. I wanted to badly. I want to keep a slither of hope that Tanki is listening to us in this forum. Everyone seems to say otherwise but I give people the benefit of the doubt, even if they don't deserve it.  They made the change to "Death Herald" Compulsator and it was a bad change because it makes sense to use that instead of Stock Railgun. Death Heral is basically Stock Railgun but with the ability to instantly reload after a kill. Was that to attract players to the alteration? I don't know. I called Cedric out about it but he hasn't answered since. I wonder why. Is it a case where CMs aren't allowed to answer questions like why the devs made a change? It just doesn't make any sense. Hopefully more players catch onto their BS in the near future because I'm tired of being in the dark, especially if it's something that concerns alterations that are supposed to be BALANCED but are BROKEN. 

 

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And here are some triple combinations of alterations that would prove hazardous in battles:

 

For hammer:

 

· Slugger + high capacity ammo clip + adaptive reload.

· Slugger + dragons breath + high capacity ammo clip or duplet.

 

 

For ricochet:

 

· Minus Field Stabilization + destabilized plasma + plasma torch.

 

For smoky:

 

· Supercumulative rounds + high precision aiming system + auto cannon.

 

For striker:

 

· Hunter + cyclone + uranium.

 

For thunder:

 

· Sub caliber rounds + small caliber charging machine + sledgehammer rounds.

 

For railgun:

 

· Round destabilization + large caliber rounds + death Herald or hyperspace rounds.

· Round destabilization + scout + death Herald.

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Thanks to all for answering my previous question about Smoky's alt. I decided to go with Incendiary Rounds. However I have a question about Railgun's alteration. Should I go with Stabilization or Destabilization ?

I did the calcultions, they fare up somewhat like this....

With Round Stabilization : MIN-892.5 and MAX-903.75

With Round Destabilization : MIN-1 and MAX-2048.5 

 

These readings are for M2 railgun. I don't have it but I am planning to buy it once I get Tornado Kit. I feel RD is based more on luck while RS keeps you on more of a safe side. I haven't tried any one of 'em. So I felt like to get opinion of others. Any kind of help is thanked =D

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Thanks to all for answering my previous question about Smoky's alt. I decided to go with Incendiary Rounds. However I have a question about Railgun's alteration. Should I go with Stabilization or Destabilization ?

I did the calcultions, they fare up somewhat like this....

With Round Stabilization : MIN-892.5 and MAX-903.75

With Round Destabilization : MIN-1 and MAX-2048.5 

 

These readings are for M2 railgun. I don't have it but I am planning to buy it once I get Tornado Kit. I feel RD is based more on luck while RS keeps you on more of a safe side. I haven't tried any one of 'em. So I felt like to get opinion of others. Any kind of help is thanked =D

 

Why not buy both on a sale and see which one you like more.

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Thanks to all for answering my previous question about Smoky's alt. I decided to go with Incendiary Rounds. However I have a question about Railgun's alteration. Should I go with Stabilization or Destabilization ?

I did the calculations, they fare up somewhat like this....

With Round Stabilization : MIN-892.5 and MAX-903.75

With Round Destabilization : MIN-1 and MAX-2048.5 

 

These readings are for M2 railgun. I don't have it but I am planning to buy it once I get Tornado Kit. I feel RD is based more on luck while RS keeps you on more of a safe side. I haven't tried any one of 'em. So I felt like to get opinion of others. Any kind of help is thanked =D

I tried RS and to me it is worth it. Not only it tighten the weak and strong shot difference but to deal with annoying weak shots. Sometime it requires 100% penetration to earn multiple kills in a shot. And it can immediately alert you if enemy is using Falcon module when deal less than min-max damage range.

 

Destabilization..... In the test server, I used Viking-RD.... That thing is high-risk, high-rewarding alternation. Strong shot is OP while weak shot is mad underpowered, as low as 1 like you said. Thing is you might not know if enemy tank is using Falcon module when landing strong shot.

Why not buy both on a sale and see which one you like more.

Um no. Test server will make your decision wisely.

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I had posted this in the "Let's Discuss Firebird" thread but I'm posting it here so it can get more recognition. I'll put it in a spiler so it won't look tedious to read like my 1k+ word posts. 

The damage feels more than 10%..

Edited by Truthteller

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Because it's 50%, not 10%.

How did you find out? that's why I see all these people with it

 

That's more damage than Isida! and it can damage multiple opponents while having more ammunition 

Edited by Truthteller
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How did you find out? that's why I see all these people with it

 

That's more damage than Isida! and it can damage multiple opponents while having more ammunition 

From Wounded Warrior's video. Did you not see the screenshot in the spoiler message? It did 525 damage per tick with double damage which equates to 2,100 damage per second which is basically 1050 per second which is equivalent to a 50% increase in damage from 700 damage which is M4 Firebird's direct damage. They are not being transparent with their changes and it's pissing me off. 

 

It has: 

 

More damage than Isida and Freeze

 

More ammunition than Isida and Freeze

 

Faster Reload than Isida and Freeze 

 

And can shoot through multiple enemies, unlike Isida. 

 

 

 

I healed a guy who had that alteration and he made 37 kills. I could have sworn I took a screenshot but I didn't. 

 

 

With a 10% increase, the damage is just under what Stock firebird would do + afterburn damage that occurred during the spraying. With a 50% increase, that totally trumps that. 

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From Wounded Warrior's video. Did you not see the screenshot in the spoiler message? It did 525 damage per tick with double damage which equates to 2,100 damage per second which is basically 1050 per second which is equivalent to a 50% increase in damage from 700 damage which is M4 Firebird's direct damage. They are not being transparent with their changes and it's pissing me off. 

 

 

 

It has: 

 

More damage than Isida and Freeze

 

More ammunition than Isida and Freeze

 

Faster Reload than Isida and Freeze 

 

And can shoot through multiple enemies, unlike Isida. 

 

I healed a guy who had that alteration and he made 37 kills. I could have sworn I took a screenshot but I didn't. 

 

With a 10% increase, the damage is just under what Stock firebird would do + afterburn damage that occurred during the spraying. With a 50% increase, that totally trumps that. 

 

 

 

It's ridiculous.  Alterations are supposed to make turrets different - not better.

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It's ridiculous.  Alterations are supposed to make turrets different - not better.

And what's worse? They said nothing about the damage change. They've been f-ing up Firebird's status since Halloween and it's just making me furious that it's still continuing after so many complaints. 

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And what's worse? They said nothing about the damage change. They've been f-ing up Firebird's status since Halloween and it's just making me furious that it's still continuing after so many complaints. 

Wait... Incendiary Mix Firebird deals 1,050 DPS again?! 

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If you missed it, I tell you that Missile launcher "Hunter" is totally useless, because the aiming system doesn't work. Ok it is fast to acquire the target, but most of the time the missile crashes on to a wall, a building or even the ground (the last one happens when the enemy is under/above your line, even if he's far away).

Striker is already the weakest turret, please don't make the situation worse!

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If you missed it, I tell you that Missile launcher "Hunter" is totally useless, because the aiming system doesn't work. Ok it is fast to acquire the target, but most of the time the missile crashes on to a wall, a building or even the ground (the last one happens when the enemy is under/above your line, even if he's far away).

Striker is already the weakest turret, please don't make the situation worse!

I have it - and you hit way more often than with a standard single-shot.

 

Problem is you can't use full salvo at all - so - it loses a lot of flexibility and over time does less damage.

 

But it is decent for targeting fast moving light hulls.

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If you missed it, I tell you that Missile launcher "Hunter" is totally useless, because the aiming system doesn't work. Ok it is fast to acquire the target, but most of the time the missile crashes on to a wall, a building or even the ground (the last one happens when the enemy is under/above your line, even if he's far away).

Striker is already the weakest turret, please don't make the situation worse!

Well, it unlocks at the lowest rank available for alterations. It's tailored low-rank gameplay. It's not really useful at your rank since 4 missile salvos are what is heavily recommended. It's also for the players who would rather have easier 1 by 1 missile aiming. If you don't have that problem, then you don't need this alteration. 

 

This alteration is useful in a good bit of scenarios like the one wolverine said above. The only thing I don't like is the heavily decreased projectile speed. The speed needs to be increased for it to be a bit more worth it. 

Edited by TheCongoSpider
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Well, it unlocks at the lowest rank available for alterations. It's tailored low-rank gameplay. It's not really useful at your rank since 4 missile salvos are what is heavily recommended. It's also for the players who would rather have easier 1 by 1 missile aiming. If you don't have that problem, then you don't need this alteration. 

 

This alteration is useful in a good bit of scenarios like the one wolverine said above. The only thing I don't like is the heavily decreased projectile speed. The speed needs to be increased for it to be a bit more worth it. 

Agreed.  The loss of 3 missiles should be punishment enough.  Loss of missile speed goes too far.

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I have it - and you hit way more often than with a standard single-shot.

 

Problem is you can't use full salvo at all - so - it loses a lot of flexibility and over time does less damage.

 

But it is decent for targeting fast moving light hulls.

One example: an enemy at the top of a ramp. In 1 second I have the target locked and the missile starts, the enemy doesn't move... so why that rocket crashes on to the ramp??? Totally nonsense ahah

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Well, it unlocks at the lowest rank available for alterations. It's tailored low-rank gameplay. It's not really useful at your rank since 4 missile salvos are what is heavily recommended. It's also for the players who would rather have easier 1 by 1 missile aiming. If you don't have that problem, then you don't need this alteration. 

 

This alteration is useful in a good bit of scenarios like the one wolverine said above. The only thing I don't like is the heavily decreased projectile speed. The speed needs to be increased for it to be a bit more worth it.

 

 

Plus it's only 20k crystals (10k on 50% sale) and you can easily get those crystals back anyway. So what's there to lose except that many crystals?

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