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16 minutes ago, TheCongoSpider said:

Short-band Emitter increases your arcade damage and critical damage by 20%, while increasing the reload time of the arcade shot. 

Additionally, it increased the minimum sniping damage by 20%, allowing quickscopes to have slightly more damage than Stock. Before the recent Shaft buffs, Adrenaline pretty much powercrept it. After the Shaft nerfs, SBE has a purpose for being chose now and is no longer powercrept by Adrenaline. 

So good augment or not?

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@PirateSpiderI couldn't quite since the topic was close. 

 

It is possible for a mine placed by a Mortar shot to stay, but this only happens if the Magnum user dies before the shot lands on the ground. If the Mortar dies after the mine appears, like in Iron_Man's videos, it will disappear like any other mine (unless the Mortar is using the Miner drone, of course).

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1 hour ago, TheCongoSpider said:

@PirateSpiderI couldn't quite since the topic was close. 

 

It is possible for a mine placed by a Mortar shot to stay, but this only happens if the Magnum user dies before the shot lands on the ground. If the Mortar dies after the mine appears, like in Iron_Man's videos, it will disappear like any other mine (unless the Mortar is using the Miner drone, of course).

I guess I died before the mine was placed then. Hmm, interesting. ?

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The Incendiary-Band nerf (not compatible with HI) was needed but at the same time, the augment is now rather useless.

12 seconds to get to burning targets is just way too long.  Most are hidden by then or user is destroyed.  And you can't keep the barrels going looking for a target as you will do more damage to yourself than enemies.

What needs to happen is ... equipping Incendiary Band should reduce the Overheat Resistance by half.  So it should only take 6 seconds for user to start overheating and thus burn targets.

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25 minutes ago, wolverine848 said:

The Incendiary-Band nerf (not compatible with HI) was needed but at the same time, the augment is now rather useless.

12 seconds to get to burning targets is just way too long.  Most are hidden by then or user is destroyed.  And you can't keep the barrels going looking for a target as you will do more damage to yourself than enemies.

What needs to happen is ... equipping Incendiary Band should reduce the Overheat Resistance by half.  So it should only take 6 seconds for user to start overheating and thus burn targets.

Are you using it with heat resistance, and either Ares or Titan? If so, it definitely isn't useless (unless you are in a battle with many heat immunities, but those are rarer these days). I've seen players using such combos and doing well. I can't test it at Legend as I dont own either Vulcan Mk7 or Incendiary Brand, but on a lower rank alt that has it I get an extremely high number of kills using the combo with Ares.

 

Incendiary Brand heat resistance is a lot more fun to play than IB/HI was pre-nerf as it requires some thought and timing, and isn't so OP. You need to time to heating to correspond with when you think you will be engaging enemies.

 

Giving Incendiary Brand additional heat resistance might be an idea though. I dont know if that should stack with Heat Resistance, or just replace it so you can use IB with others augments. If you use it with Heat Resistance and Titan or Ares you can usually trade off the self-damage pretty well for damage on enemies, as it works well with the high health and defensive overdrive those hulls have.

 

Interesting IB now has no base damage penalty like it used to either - only a bullet speed penalty. So it can put out a huge amount of damage, not sure when that was changed but it is definitely not useless.

 

When I get Vulcan and IB I intend to use it on my Legend account occasionally.

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3 minutes ago, DestrotankAI9 said:

Giving Incendiary Brand additional heat resistance might be an idea though. I dont know if that should stack with Heat Resistance, or just replace it so you can use IB with others augments. If you use it with Heat Resistance and Titan or Ares you can usually trade off the self-damage pretty well for damage on enemies, as it works well with the high health and defensive overdrive those hulls have.

don't need more heat resistance.  That isn't the point of my post at all.

Doesn't matter if I use Ares or Titan with IB, still have to wait 12 seconds for it to kick in.

12 seconds to wait (because of overheat resistance) to use the augments abilities is just silly.  The augment itself should lower that to 6 seconds to make it more practical.

 

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I always find it funny how players keep saying Incendiary Band is bad or useless yet months later, at least half the Vulcans I fight are still using Incendiary Band. What does that say? It sounds to me that they liked Vulcan previously for Incendiary Band and not Vulcan itself, which isn't really a bad thing, but I would have at least expected its popularity to plummet if it really was useless like players claim it is.

 

9 minutes ago, wolverine848 said:

The augment itself should lower that to 6 seconds to make it more practical.

I can agree with this. 

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I really hate critical damage, because it ruined large caliber round augment which one shot almost mammoth m4 everytime because it deals around 3700 damage, but not we need luck to get it deal that much damage because of that fool of update of critical damage.....

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2 hours ago, Yveltal9 said:

I really hate critical damage, because it ruined large caliber round augment which one shot almost mammoth m4 everytime because it deals around 3700 damage, but not we need luck to get it deal that much damage because of that fool of update of critical damage.....

Doesn't m4 mammoth have 4k health? ?

Then again, people could have just used DD

Edited by cray_TheChosenOne
Soft Brain

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9 hours ago, wolverine848 said:

don't need more heat resistance.  That isn't the point of my post at all.

Doesn't matter if I use Ares or Titan with IB, still have to wait 12 seconds for it to kick in.

12 seconds to wait (because of overheat resistance) to use the augments abilities is just silly.  The augment itself should lower that to 6 seconds to make it more practical.

 

Misread your post, sorrys. So you wanted the heating to kick in faster, yes that would be a fair change - should suggest it in the Ideas & Suggestions.

On my low rank account which I use Incendiary Brand on (as I say don't have it on my main sadly), I am using Mk4 so that is 10.4 or so seconds to get heated, slightly faster although not by much. It certainly works at low rank as I can generally start firing at just the right time before I engage enemies, since Ares takes quite a while to get to the front lines of battle anyway - on most maps. Unless the enemy team is spawn killing of course. I do have to hide on small maps for a while but it generally works OK.

At Mk8 you take the slightly longer 12 seconds, as well as everyone moving faster, so you will reach the front lines of the battle faster. And you probably have more annoying stun effects which can interrupt your progress. So I can see how 12 seconds might be an issue.

I definitely wouldn't say though that it is useless in its current form. I do see people doing very well with it, and timing to come out and fight just as you start heating up is possible in many situations even at Legend + Mk8 I'm sure. Even when not heated, although you have less bullet speed you do still deal the same damage as regular Vulcan, so in relatively close quarters fights you should probably fine to engage before you are heating up anyhow.

Edited by DestrotankAI9
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16 minutes ago, Tank_Cleaver said:

Found it. Patch update #635 released January 29th, 2021.

Augment «Cryo rounds»: the damage of a critical hit decreases by 15%;
 

Thanks for checking on it. Have a nice day.

Cryo Rounds no longer decreases critical damage. If you have any other questions, you can ask me here or take a look at the paramaters in the Augment Wiki page.

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2 hours ago, At_Shin said:

However, I think that many players do not consider AP immunity a priority over other immunities such as EMP

For me the most threatening status against me as a Hornet trying to capture the flag  1- EMP  2- AP  3- Stun. Because EMP will restrict your usage of SB and RK and Mines . AP will make you vulnerable completely but still have the SB . Stun will make you still have your supplies & modules. EXCEPT if it was a stun from Stun Striker or old Stun Railgun, then it would be the first one annoying.

Edited by asem.harbi
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19 hours ago, At_Shin said:

On one hand, you could blame containers for that (not challenges). However, I think that many players do not consider AP immunity a priority over other immunities such as EMP or Heat immunities.

Hence, they don't equip it in battle. It follows the same logic of players not equipping cold immunity - because they don't find it threatening enough.

I understand your point about Paladin.
But,  I'm pretty sure Hornet OD is OP because of supercharge and increased critical damage of some turrets. What does AP effect have to do with it?

AP bypasses the Defender drone of course.  Supercharge grants critical, but that only bypasses module, which may or may not be there. Everyone has DA, even if it's just regular DA.

I don't believe for 1 second many players would favour HI over AP immunity.  One is instant death on next hit while the other at least allows an RK to remove the effect.

AP causes so many deaths it's silly.  Battles have so many enemies (too many IMO) that the chance of a tank surviving after getting AP-ed is miniscule. More often than not it's a team-mate of the tank that caused the status effect that kills the AP-ed tank.

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11 hours ago, At_Shin said:

My preferred choice of immunity various based on my combo used and the equipment of the enemy. When I'm using Blaster drone, My choice of immunities are - Cold Immunity, Jammer Immunity and EMP immunity. This is because all 3 of the respective status effects counter my drone one way or another. I wouldn't consider using AP, Heat, or Stun immunity here.

When I'm using Crisis I would consider EMP or Jammer immunity with attack-oriented tank. For defense I would opt for AP immunity obviously.

I would choose Jammer immunity for wasp but since I don't own it I go with Stun immunity as it helps in capturing.

As you can see, AP immunity is not my favorite hull augment unless I choose a defense-oriented tank.

AP is not your fav choice because you have augments that majority of players do not have.

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13 minutes ago, wolverine848 said:

I don't believe for 1 second many players would favour HI over AP immunity.  One is instant death on next hit while the other at least allows an RK to remove the effect

I've favoured Heat augments for a long time, even after the death of IB HI. At the moment, HI is mostly interchangeable with Cold, AP, or EMP Immunity for me if I have them available on the hull, as there are more AP and EMP augments being added into the game and into challenges. 

 

Heat can be applied from many sources. Firebird, Hammer, Railgun, Tesla, Twins, Smoky, Vulcan, Wasp, Hopper. 

 

In the case of going up against something like EMP/AP Tesla Paladins with Booster, Defender or Crisis, it doesn't really matter whether I have the immunity or not. They will burst me down with damage on the spot and kill me quickly regardless. 

Edited by TheCongoSpider

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4 minutes ago, TheCongoSpider said:

Heat can be applied from many sources. Firebird, Hammer, Railgun, Tesla, Twins, Smoky, Vulcan, Wasp, Hopper.

"Can" be... but it's not.  By far the minority of augments.  A lot more EMP, stun and... AP than there are heat augmets.

And then there's the flavour of the month - Paladin.  And with hornet making a come-back there's no way heat is more popular than AP.  It's not even close.  I have HI, and barely use it.

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37 minutes ago, wolverine848 said:

"Can" be... but it's not.  By far the minority of augments.  A lot more EMP, stun and... AP than there are heat augmets.

And then there's the flavour of the month - Paladin.  And with hornet making a come-back there's no way heat is more popular than AP.  It's not even close.  I have HI, and barely use it.

Personal experiences differ I guess, maybe the platform you play the game on as well. ?‍♂️

 

I wasn't saying that HI itself was more popular than the others or that heat augments are more popular than AP, Stun and EMP augments or anything. From my experience, HI has many applications for me that I can often safely consider using it over AP/EMP/Stun Immunity. I don't usually attack bases for flags but rather support the players in my team who do so, so AP and EMP aren't as much as a "must-have" for me. 

 

For example, I have an account that uses Vulcan and Ares. The only augments I've had on the Ares for a very long time are Heat Resistance and AP Immunity, and I have found that Heat Resistance has often given me more value than AP Immunity when being affected by enemies. Of course, there are times where I have to switch to AP Immunity (usually against dangerous AP Freeze, Hammer, Tesla or Magnum users), but Heat Resistance still gives me a lot of value. 

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4 hours ago, TheCongoSpider said:

Heat Resistance

Sometimes I even use Lightweight construction, it gives me more value than AP, Stun, EMP Immunities.

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Opinion: Round Stabilization is the worst Railgun Alteration/Augment

Why do I think so?

Well, there are 2 augments that disable Railgun crits: Hyperspace & Stabilization.
Hyperspace Rounds increase damage for each penetrated enemy, and raises standard damage by 45%.
Stabilization only raises that by 33%, and only guarantees 100% penetration.

100% penetration isn't gonna do much against someone with double armor and 50 prot against Rail, especially since it's standard damage.

Honestly, even Reinforced Aiming Transmission is better, since you get that better spinny spin + still get critical damage which ignores turret protection.

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I think Round Stabilization is meant to be an eSports augment, where the goal is to reduce the effect of randomness and ensure that all fights are decided by skill only. It's not meant to be powerful or particularly useful in normal MM, especially at high ranks, given how many status augments Railgun has.

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  • Head Administrator
On 1/31/2022 at 10:13 AM, Maf said:

I think Round Stabilization is meant to be an eSports augment, where the goal is to reduce the effect of randomness and ensure that all fights are decided by skill only

Yes, it was mendatory to equip this augment in the light format which, by the way, is no longer being played due to the recent changes in eSports. So as of today this augment has no use (at least in eSports). I cannot recall a single time where I have seen a player using this augment in regular MM battles, and since this augment has no use in eSports, I wonder if the devs will change it.

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Help with choosing a Railgun augment?

I'm slowly but surely saving up crystals to buy a Railgun augment.

Currently I'm in possession of Stabilization, RAT, and LCR.
This leaves Hyperspace, Scout, Death Herald, and Destabilization.

I've had my eyes on Destabilization for a while, but both that and Scout have been heavily nerfed recently. Hyperspace is sort of a no-go for me since it's not my playing style; I prefer efficient rounds that finish enemies off but I wouldn't mind the quick firing rate that Scout gives.

Death Herald seems to be the only augment that doesn't really have a downside here, only an increased shot warmup.

Between Destabilization and Death Herald, and maybe Scout, which one should I buy? I'm only partially considering Scout because it's been nerfed pretty badly; I tried it out on test servers once.

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