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1.5, maybe twice as fast.

Now I don't use Thunder but I treat every single Thunder as a Sledgehammer Thunder. When I get hit from one out in the open, I expect another shot less than 2 seconds after which seems like 95% of the time. 

 

I despise these Hornet (They always seem to be Legacy Hornets) + Sledgehammer Thunders. The dunk on anyone without Thunder protection and when they get their Overdrive, they seem unstoppable. It takes a Large Calibre Rounds Railgun to kill them quickly when they activate their Overdrive. They do very much better than Stock Thunders and it sickens me. Stock Thunders are rare as a unicorn up there. 

 

They don't seem to reload as fast as you're saying they do. It's usually two of them targeting me and my team. 

 

I suppose even at legends there are the famous "noturnturret" viking thunders.

MANY. But not with primarily THunders though. I see those players using Twins or Firebird mostly. I wonder why they don't do that with Vulcan or Striker. It must be "too much work". 

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As with the alterations sale in a few hours, I expect to see 90% altered turrets. We'll have a new influx of alterations being bought. Prepare for insufferable battles today. 

 

I shall buy Remote Rockets Explosives and see how well I do with it. Perhaps a select few tankers will purchase the alterations never before seen in Matchmaking. 

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Remote Rocket Explosives is really testing my patience. 

 

 

For one, it's forcefully taming my trigger finger for the spacebar. When I'm in a tough situation and I need that missile as soon as possible and as fast as possible, I keep pressing spacebar so there is no large gap for the guy to kill me before I release the missile. But doing so with this alteration is a death sentence if you don't have Striker protection. I died because of that a total of 8 times in these battles. And it was equally annoying each time. So with that, I have to risk fractions of a second before pressing spacebar which would decide if I live or not. 

 

Next, it's really hard to time when to detonate the missiles if you have limited depth perception with the camera angle. And usually, the missiles are too high above them to achieve average splash damage so it mainly achieves weak splash damage (25% of the missile's damage). 

 

 

I'm really hoping with time, I'd get used to it but it seems so hard to control right now. 

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I'm having second thoughts of the hyperspace rounds alt for railgun.

 

The description says and I quote "No tank- be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target."

 

This means that in team battles, the user only has to align one teammate with an enemy, and bam, that's double the damage right there.

 

So I'm considering this alteration as an upgrade.

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I'm having second thoughts of the hyperspace rounds alt for railgun.

 

The description says and I quote "No tank- be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target."

 

This means that in team battles, the user only has to align one teammate with an enemy, and bam, that's double the damage right there.

 

So I'm considering this alteration as an upgrade.

Yes! Been saying it's a blatant upgrade since its implementation. There is really no reason to use Stock Railgun if you have this alteration. 

 

1 v 1, it'll perform just like Stock Railgun, which is why it's not really menacing when tackling head on as opposed to Large Calibre Rounds or Round Destabilisation. 

 

If I'm using Isida with Titan and I see them trying to shoot enemies, I'd signal them with my Isida's beam to let them know that I know they have the alteration, and then go in front of them. The thing is, you can't totally block their view because they need to aim after all. 

 

For a 10% damage reduction, at M4, the only think you would not have anymore is what little % chance you had as Stock Railgun to one-shot an unprotected medium hull. And you don't really need allies all the time, you can just get two enemies, line up the shot, and you'd usually kill the second player. 

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Yes! Been saying it's a blatant upgrade since its implementation. There is really no reason to use Stock Railgun if you have this alteration. 

 

Sorry, wasn't thinking of it like that at first. Watched a YouTube vid on it and then checked the wiki and realized that it's many times more powerful than I originally thought. So my bad on ignoring this fact for so long.

 

In fact I'd even go as far as listing this as a possible exploit.

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In fact I'd even go as far as listing this as a possible exploit.

Now let's not get too hasty on it. I did say that it's more practical to use Large Calibre Rounds or Round Destabilisation because using Hyperspace Rounds to the fullest would require a teammates to sacrifice score and stars which is not something you'd get with these challenges going on. And if you're playing with randoms, it would require a teammate to not only sacrifice score and stars, but be knowledgeable about the alteration. I'm certain there are some high-rank players that don't know it exists. 

 

But that first set of 2x damage is what starts it off. The most important one is that first ally or enemy that the projectile passes through. 

 

However, I'm seeing more of them so maybe some of the Railgunners are jumping ship from Round Destabilisation to use that. It was only a matter of time until players caught onto what they could do with it in theory. 

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Here are the full list of upgrades to each turret:

 

 

Firebird- compact fuel tanks.

 

Freeze- shock freeze.

 

Isida- support nanobots. (If you're gonna be a dedicated healer that is)

 

Hammer- dragons breath, duplet, adaptive reload.

 

Twins- all of them.

 

Ricochet- minus field stabilization, destabilized plasma, plasma torch.

 

Smoky- incendiary rounds, auto cannon.

 

Striker- uranium, remote rocket explosives.

 

Vulcan- incendiary band, shooting speed regulator.

 

Thunder- sledgehammer rounds.

 

Railgun- all of them.

 

Magnum- automated gunpowder loading mechanism.

 

Shaft- short band emitter, rapid fire mode.

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Here are the full list of upgrades to each turret:

 

 

Firebird- compact fuel tanks.

 

 

Are you really going to ignore the fact that your total fuel is so small you can't even kill a DA light hull with it?

 

Are you really going to ignore the alteration that adds 350 increaseable DPS (DD) to firebird along with literally DOUBLING your fuel capacity?

 

For isida, it's broadband radiators. Support nanobots is only useful in a coordinated team, and you won't have that in MM.

 

And are you going to let magnum's mortar pass through without counting as an upgrade? Or RGC, which turns it into a deadlier railgun?

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1) Are you really going to ignore the fact that your total fuel is so small you can't even kill a DA light hull with it?

 

2) Are you really going to ignore the alteration that adds 350 increaseable DPS (DD) to firebird along with literally DOUBLING your fuel capacity?

 

3) For isida, it's broadband radiators. Support nanobots is only useful in a coordinated team, and you won't have that in MM.

 

4) And are you going to let magnum's mortar pass through without counting as an upgrade?

 

5) Or RGC, which turns it into a deadlier railgun?

1) but the heating rate and max temperature is doubled, which means that the enemy burns longer making them use repair kit, and the firebird can just burn them for a second and move on to the next enemy. Plus I see this alteration being used all the time in MM.

 

2) it's only a 10% increase in DPS, even an m4 would get no more than 70 points of added damage.

 

3) try polygon Cp or noise ctf in pro battles, support nanobots will heal them up faster than you can damage them.

 

4) I just assume that magnums impact crater hides a mine and easily avoid them.

 

5) I wouldn't consider it an upgrade since all it does is give you horizontal turret rotation at the expense of making it a LOS turret.

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Are you really going to ignore the fact that your total fuel is so small you can't even kill a DA light hull with it?

The fuel tank of a Compact Tanks Firebird is 3.3 seconds, which is enough to take down a medium hull if it stays within its maximum damage range. Heavy hulls would die about 2 or 3 seconds after. If it is enough to kill a medium hull in 3 seconds, then it would be enough to kill a light hull equipped with DA in 5 seconds. 

 

Or RGC, which turns it into a deadlier railgun?

Yeah, I'm beginning to think that RGC is too powerful. I can see how it technically changes your playstyle since you have to be in the sight of the enemy to hit them as well as mastering the new decreased projectile gravitation but it seems as if it is ding too well. Perhaps the change to it was a buff after all, even if I can't hit above small slopes with Hornet anymore. 

 

1) but the heating rate and max temperature is doubled, which means that the enemy burns longer making them use repair kit, and the firebird can just burn them for a second and move on to the next enemy. Plus I see this alteration being used all the time in MM.

The maximum temperature is capped at 10 ticks of afterburn. What it does is allows the Firebirds that are under M4 to act like an M4 Firebird in terms of afterburn. M2 Firebird has a burning time (maximum temperature) of 6 seconds. When it equips Compact Tanks, its maximum temperature becomes 10 and not 12 because maximum temperature is capped at 100% and not 120%. 

 

So it basically turns into an M4 Firebird because it allows it to heat the target for them to suffer 10 ticks of afterburn damage as opposed to the 6.

 

2) it's only a 10% increase in DPS, even an m4 would get no more than 70 points of added damage.

It is 50%, although it seems as if they had either deleted the post or moved it to another thread. It has been like this for a while. It states 10% on the Wiki and even on the Russian Wiki as well but it is 50%. Couple that with 10 seconds of ammo and a reload that reloads almost 2 seconds of fire every 1 second, it is OP and an upgrade. I've been compiling some screenshots of Incendiary Mix Firebirds topping the scoreboard. 

 

M4 gets 1,050 DPS. It is better than Corrosive Mix Freeze and Isida. I'm seeing it more often and it's really ticking me off that the Wiki editors didn't receive word from the devs to change the number. 

 

3) try polygon Cp or noise ctf in pro battles, support nanobots will heal them up faster than you can damage them.

I usually focus on MM balance since that's the main part of the game now. In MM, Support Nanobots is not an upgrade. You totally rely on your team being injured and protecting you. If the enemy has protection against Isida, you can expel your entire ammo bar on them and they wouldn't die, they may probably still have 50% of their HP left. 

 

Support Nanobots in no-supply battles is kind of like Shock Freeze in no-supply battle.s It's really handy there but not too beneficial for the user in many MM battles. 

 

5) I wouldn't consider it an upgrade since all it does is give you horizontal turret rotation at the expense of making it a LOS turret.

Magnum on a whole seems too powerful now. And if you master RGC and vertical Magnums, you can get some pretty high scores. I'm also seeing RGC Magnums more often now, still less than Mortar (for obvious reasons) but more prevalent. 

 

4) I just assume that magnums impact crater hides a mine and easily avoid them.

It sucks when a Magnum shot hits you dead centre on your hull and a mine still appears below you. And they're usually on Vikings so barrages of Mortar shots are common. 

 

For isida, it's broadband radiators. Support nanobots is only useful in a coordinated team, and you won't have that in MM.

I need Broadband Emitters because of my...mediocre ping. If I use Stock Isida or Support Nanobots, I miss out on possible 2 seconds' worth of damage because the ticks didn't go through. When I use Broadband Emitters, I would only miss out on maybe 2 ticks, or 3 when they're in range. Isidas with very low ping wouldn't need it. 

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1) The fuel tank of a Compact Tanks Firebird is 3.3 seconds, which is enough to take down a medium hull if it stays within its maximum damage range. Heavy hulls would die about 2 or 3 seconds after. If it is enough to kill a medium hull in 3 seconds, then it would be enough to kill a light hull equipped with DA in 5 seconds.

 

 

2) Yeah, I'm beginning to think that RGC is too powerful. I can see how it technically changes your playstyle since you have to be in the sight of the enemy to hit them as well as mastering the new decreased projectile gravitation but it seems as if it is ding too well. Perhaps the change to it was a buff after all, even if I can't hit above small slopes with Hornet anymore.

 

 

3) The maximum temperature is capped at 10 ticks of afterburn. What it does is allows the Firebirds that are under M4 to act like an M4 Firebird in terms of afterburn. M2 Firebird has a burning time (maximum temperature) of 6 seconds. When it equips Compact Tanks, its maximum temperature becomes 10 and not 12 because maximum temperature is capped at 100% and not 120%.

 

So it basically turns into an M4 Firebird because it allows it to heat the target for them to suffer 10 ticks of afterburn damage as opposed to the 6.

 

 

4) It is 50%, although it seems as if they had either deleted the post or moved it to another thread. It has been like this for a while. It states 10% on the Wiki and even on the Russian Wiki as well but it is 50%. Couple that with 10 seconds of ammo and a reload that reloads almost 2 seconds of fire every 1 second, it is OP and an upgrade. I've been compiling some screenshots of Incendiary Mix Firebirds topping the scoreboard.

 

M4 gets 1,050 DPS. It is better than Corrosive Mix Freeze and Isida. I'm seeing it more often and it's really ticking me off that the Wiki editors didn't receive word from the devs to change the number.

 

 

5) I usually focus on MM balance since that's the main part of the game now. In MM, Support Nanobots is not an upgrade. You totally rely on your team being injured and protecting you. If the enemy has protection against Isida, you can expel your entire ammo bar on them and they wouldn't die, they may probably still have 50% of their HP left.

 

Support Nanobots in no-supply battles is kind of like Shock Freeze in no-supply battle.s It's really handy there but not too beneficial for the user in many MM battles.

 

 

6) Magnum on a whole seems too powerful now. And if you master RGC and vertical Magnums, you can get some pretty high scores. I'm also seeing RGC Magnums more often now, still less than Mortar (for obvious reasons) but more prevalent.

 

 

7) It sucks when a Magnum shot hits you dead centre on your hull and a mine still appears below you. And they're usually on Vikings so barrages of Mortar shots are common.

 

 

8) I need Broadband Emitters because of my...mediocre ping. If I use Stock Isida or Support Nanobots, I miss out on possible 2 seconds' worth of damage because the ticks didn't go through. When I use Broadband Emitters, I would only miss out on maybe 2 ticks, or 3 when they're in range. Isidas with very low ping wouldn't need it.

 

3) and that is why it needs a nerf.

 

4) or maybe it was a bug and should be fixed, if what you are saying is correct.

 

5) I'm glad I don't play pro battles except for parkour, most of them are trash anyways.

 

7) that happens rarely, and besides, in MM a Viking would only get 2 or 3 ODs out of it if lucky.

Edited by DieselPlatinum

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Firebird- compact fuel tanks.

Also Incendiary Mix

 

Freeze- shock freeze.

Disagree. You kill very slowly with it. Stock Freezes and Corrosive Mix Freezes usually get better scores because damage matters more in MM battles. The Shock Freezes usually give up score for their teams winning, or they can use Wasp and get most of their kills from bombs. It's more supportive while the other Freezes are offensive and offensive plays get you more score and more stars. 

 

I will admit that it's broken in no-supply battles but that's situational. 

 

Isida- support nanobots. (If you're gonna be a dedicated healer that is)

Wasn't good when the core was 10 score for fully healing an ally. I usualy got low scores either becaus emy team was dominating so they didn't need me too often or they were so spaced out that I had to stick to one person and when they died quickly, I had little to no means of self-defense. 

 

Hammer- dragons breath, duplet, adaptive reload.

Dragon's Breath isn't that great anymore after to the nerf.  

 

I agree with Duplet and Adaptive Reload. 

 

Twins- all of them.

Agreed, although the first 2 are more universal than Heavy Plasmagun.

 

Ricochet- minus field stabilization, destabilized plasma, plasma torch.

Agreed with Minus-Field but not Destabilised and Plasma Torch. 

 

Plasma Torch is a downgrade in my opinion. Destabilised Plasma is more situational and its upside doesn't get much attention in most maps. 

 

Smoky- incendiary rounds, auto cannon.

Agreed, although Autocannon proves to be worse than Stock Smoky on a few occasions. 

 

Striker- uranium, remote rocket explosives.

I agree on uranium but not RRE. One thing is that you can't repeatedly tap the sapcebar when reloading to get that last rocket in before you die because you'd self-destruct. And timing the detonations is really harder than it looks. I'd much rather use Uranium. I don't get good scores with RRE, I'd need a really great drone that's upgraded. 

 

Thunder- sledgehammer rounds.

Agreed. 

 

Railgun- all of them.

Except Reinforced Aiming Transmission and Shell Stabilisation (in higher tiers). 

 

Magnum- automated gunpowder loading mechanism.

After the nerf, it's now more on par with Stock magnum. I wouldn't call it an upgrade anymore.

 

And Mortar needs to replace that. There is barely a downside to it now. It needs a decrease in both minimum and maximum damage, not just the latter. 

 

Shaft- short band emitter, rapid fire mode.

Short-band Emitters is an upgrade when your Shaft is fully upgraded and you're going up against light hulls of a lower modification. It's really better to use Stock Shaft on light hulls but better to use SBM Shaft on medium hulls. The higher you go, the less noticeable to reload increase is. 

 

The surprise factor of Rapid-Fire Mode Shaft is what really makes it powerful. I'd much rather snipe than solely use arcade shots. The 30% sniping damage nerf was needed. 

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1) Dragon's Breath isn't that great anymore after to the nerf.  

 

I agree with Duplet and Adaptive Reload. 

 

 

Agreed, although the first 2 are more universal than Heavy Plasmagun.

 

 

2) Agreed with Minus-Field but not Destabilised and Plasma Torch. 

 

Plasma Torch is a downgrade in my opinion. Destabilised Plasma is more situational and its upside doesn't get much attention in most maps. 

 

 

3) Agreed, although Autocannon proves to be worse than Stock Smoky on a few occasions. 

 

 

4) I agree on uranium but not RRE. One thing is that you can't repeatedly tap the sapcebar when reloading to get that last rocket in before you die because you'd self-destruct. And timing the detonations is really harder than it looks. I'd much rather use Uranium. I don't get good scores with RRE, I'd need a really great drone that's upgraded. 

 

 

 

 

5) Except Reinforced Aiming Transmission and Shell Stabilisation (in higher tiers). 

 

 

6) After the nerf, it's now more on par with Stock magnum. I wouldn't call it an upgrade anymore.

 

And Mortar needs to replace that. There is barely a downside to it now. It needs a decrease in both minimum and maximum damage, not just the latter. 

 

 

7) Short-band Emitters is an upgrade when your Shaft is fully upgraded and you're going up against light hulls of a lower modification. It's really better to use Stock Shaft on light hulls but better to use SBM Shaft on medium hulls. The higher you go, the less noticeable to reload increase is. 

 

8) The surprise factor of Rapid-Fire Mode Shaft is what really makes it powerful. I'd much rather snipe than solely use arcade shots. The 30% sniping damage nerf was needed.

 

1) dragons breath is actually still powerful because it still has the burn and also the scatter angle is increased meaning you can damage more than one enemy and burn them too.

 

2) it's actually better to add splash damage to ricochet than to utilize its bouncing ability because most of the walls in MM maps are inclined. Plasma torch just fires really quickly and if the target doesn't dodge the first shot, then they're dead.

 

3) that firing rate is ridiculous, also you can get Critical hits more often.

 

4) well it's situational, but you could shoot through small opening and then press space bar again and the enemy takes damage. Just like that video that you showed us a few weeks back.

 

5) actually, any railgun alteration is better than using stock version.

 

6) actually it increases the charging rate, so despite the nerf, it's still an upgrade. And like I said, you can just assume that every magnum crater hides a mine.

 

7) maybe but still an upgrade.

 

8) this alteration is the reason why I use shaft protection again.

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1) dragons breath is actually still powerful because it still has the burn and also the scatter angle is increased meaning you can damage more than one enemy and burn them too.

 

2) it's actually better to add splash damage to ricochet than to utilize its bouncing ability because most of the walls in MM maps are inclined. Plasma torch just fires really quickly and if the target doesn't dodge the first shot, then they're dead.

 

3) that firing rate is ridiculous, also you can get Critical hits more often.

 

4) well it's situational, but you could shoot through small opening and then press space bar again and the enemy takes damage. Just like that video that you showed us a few weeks back.

 

5) actually, any railgun alteration is better than using stock version.

 

6) actually it increases the charging rate, so despite the nerf, it's still an upgrade. And like I said, you can just assume that every magnum crater hides a mine.

 

7) maybe but still an upgrade.

 

8) this alteration is the reason why I use shaft protection again.

3) Fire rate high but... damage is -85% and impact force lowered by 66%.  It's useful but not OP.  It does not dominate battles like many other turrets do.

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3) Fire rate high but... damage is -85% and impact force lowered by 66%.  It's useful but not OP.  It does not dominate battles like many other turrets do.

Then why does every auto cannon I see just dominate the battle by at least 10 kills in solo battles?

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Then why does every auto cannon I see just dominate the battle by at least 10 kills in solo battles?

No idea - I'm not seeing that at all.  Fire with alt, Hammer, Twins, Ricco all dominate in DMs.

 

Is this in the ranks for this account?  Maybe you are facing m4s.  So they have >> MUs.

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No idea - I'm not seeing that at all.  Fire with alt, Hammer, Twins, Ricco all dominate in DMs.

 

Is this in the ranks for this account?  Maybe you are facing m4s.  So they have >> MUs.

That could actually be true. Sucks that they removed the MU info of other players.

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I tried my best, but I was no match for an M4 Viking + Rapid-Fire Mode Shaft with a max-levelled Booster Drone. 

 

I-tried-my-best-but-it-was-no-match-for-

 

The guy almost one-shots medium hulls with an arcade shot. 

 

RFM still has its advantages. I'm sure if it were a bigger map, he wouldn't have performed so well. 

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I tried my best, but I was no match for an M4 Viking + Rapid-Fire Mode Shaft with a max-levelled Booster Drone. 

 

I-tried-my-best-but-it-was-no-match-for-

 

The guy almost one-shots medium hulls with an arcade shot. 

 

RFM still has its advantages. I'm sure if it were a bigger map, he wouldn't have performed so well.

 

That is why I called RFM a frickin upgrade, because it obviously is.

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