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We'll make a Wiki article soon, so you'll be able to copy the info from there if you want.

 

In fact, you can already see most (if not all) alteration details if you click on them in your garage.

 

Thank you for gathering all the information here. I don't want to be picky, but I would have preferred, if the red text marked all the disadvantages and the green all the advantages of the alterations, so not just red when a parameter is reduced. I.e. the reduced Vulcan Turret Turning Slowdown would be green instead of red then. Maybe that would help people understand the changes in the alterations better. Well this would be just an alternative approach.

Edited by Tani_S

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Thank you for gathering all the information here. I don't want to be picky, but I would have preferred, if the red text marked all the disadvantages and the green all the advantages of the alterations, so not just red when a parameter is reduced. I.e. the reduced Vulcan Turret Turning Slowdown would be green instead of red then. Maybe that would help people understand the changes in the alterations better. Well this would be just an alternative approach.

I noticed that also when I saw the page. It's actually quite a big error, so I already informed the Wiki admin about it. Unfortunately I don't have editing power.

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-Depends whether you know how to use them. Shaft's alternation is literally a damage increase, so I don't see why that would be useless. 

 

 

It's only damage increase in scope mode. And to be completely honest, you actually will make less damage due to very very slow energy stack time. So players who move around with shaft and doesn't sit in scope mode always, it will not work well. I tested it about a hour and gained 30% lesser scores then my normal. So if you like playing active shaft and changing positions, this is definetly alternation to NOT go with. If you like sitting in one place all the time and stay in scope mode - go for it, 25% scope power increase is decent update. 

Edited by Desty
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It's only damage increase in scope mode. And to be completely honest, you actually will make less damage due to very very slow energy stack time. So players who move around with shaft and doesn't sit in scope mode always, it will not work well. I tested it about a hour and gained 30% lesser scores then my normal. So if you like playing active shaft and changing positions, this is definetly alternation to NOT go with. If you like sitting in one place all the time and stay in scope mode - go for it, 25% scope power increase is decent update. 

Thanks for sharing your experience!

Yeah! But most of the snipers sit in one position and do the sniping( shaft is made for this purpose)

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There are also alterations for M3. 

There are alterations for m0 - m3 but only m1 and m2 are available for purchase... either the turret has m1 alteration or m2 (not both) so total 11 alterations now

Edited by AshsPikachuDwij

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There are alterations for m0 - m4 but only m1 and m2 are available for purchase... either the turret has m1 alteration or m2 (not both) so total 11 alterations now

Well, I can buy alterations to my M3's

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yeah george answered it.. the alteration you can buy are either m1 or m2.. the first box is m0 second m1 and so on...

Ohhh, Now I understand ... 

 

Well, I should save my crystals in my pocket :P

Edited by delnina2

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The Railgun alteration seems to be OP.

A guy with a fully MU'ed micro upgraded Railgun M3 one with DD shotted my Hornet M3 with 20/50 MUs (183.8 HP), when I had Prodigi equipped (47% Railgun protection) like 4 times, he's likely to have purchased the alteration.

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I am definetely going to buy firebird alternation!!! (After i claim my m2 firebird at rank major... Which will be in half year <_<)

oopsie!!! Wrong acc. Too lazy to switch to

Edited by ToiletPaperRoll

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The Railgun alteration seems to be OP.

A guy with a fully MU'ed micro upgraded Railgun M3 one with DD shotted my Hornet M3 with 20/50 MUs (183.8 HP), when I had Prodigi equipped (47% Railgun protection) like 4 times, he's likely to have purchased the alteration.

Maybe not because the rail alteration stabilizes the shell so it won't make the shot stronger but reduces its maximum damage and increases minimum damage....

 

All tell others about this discussion

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Hammer alteration is interesting.

The shots are wide spread and the range has increased 

But the turret turning speed is slow ._.

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Devs!! I understand that you haven't determined a price for M0 alterations, but if they are going to do as you said, purely cosmetic changes, namely in shell color, then they should cost no crystals at all. Why would someone pay a large sum of crystals for red railgun shells, etc.? That's like spending 5k Euros to paint your brake calipers in your car red. No one is stupid enough to do that, so why charge money for looks? Please consider this when making M0 alterations. Thank you very much. :D

 

Spelling error. :/

Edited by GunslingerMongoose
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I tested the alterations on the test server, some more and some less, together with the new game balance and here is my opinion (all weapons on M3 with 0/50) on them:

 

Fire - Definitively recommended to buy, it empties out the charge in about 3 secs and the enemy tanks around are like ladybugs  :D It's good to quickly wipe off the bunch of enemy tanks in the CP center at polygon. It's like a Drug tank buster, tho there might be the risk that it gets nerfed again.

 

Freeze - Range is quite good and there is the possibility to freeze multiple tanks, when they are in line to you, but considering that the freeze effect (due to rebalance) is more or less gone, it appears when your charge is about to be empty, I wouldn't buy Freeze at all imho.

 

Isida - the cutdown of the range is ridiculous and doesn't weigh up the easier aiming. Most senseless alteration yet.

 

Hammer - You are able to hit targets that are pretty far away, but you have to be sure that you aimed properly before. Disadvantage of slower turning is in close combat obvious. Anyway, I prefer the alteration over the standard version. 

 

Twins - After the fire alteration the best alteration, since it makes it to a weapon with a different gameplay. You shoot less shots, but since they are faster, you hit the target much easier, even if the enemies are far away. I would recommend to buy it, especially because it's only 50k. In Polygon/Island/Arena battles the standard version is probably better though.

 

Rico - The changes are exactly the same as the alteration for Twins. Longer Range (of min. damage) with less but faster shots. I think the negative aspect of shooting less shots is more noticeable than at the Twins alt., because the Twins' standard shooting rate is really high. I think players that are used to Rico will continue to play with the standard and its active and attacking play style.

 

Smoky - More impact force but no criticals. I think this is something for specialists, that are always able to turn the enemy's turret right. I prefer the standard with more damage and faster combat/kills.

 

Vulcan - Fast horizontal turret turning let's you battle with vulcan in an active combat style, preferably with lighter hulls than the standard version. With lighter hulls you can compensate easier for the disadvantage of not being able to shoot on another terrain platform next to you (only far away). You can get tanks much quicker that pass around you. In a normal game with different platform levels I'd still stick to the standard. 

 

Railgun - I cannot say much about this one, but nothing negative here. It seems that the alteration is slightly better, but I don't think it's worth to spent 100k for this change.

 

Shaft - It is good for campers, that can especially benefit from one-shotting tanks (with or without drugs), which might not be possible with the standard. When shafting, I am rather an active shafter with changing position and a lot of kill traffic, etc.. so the standard is my option.

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I tested the alterations on the test server, some more and some less, together with the new game balance and here is my opinion (all weapons on M3 with 0/50) on them:

 

Fire - Definitively recommended to buy, it empties out the charge in about 3 secs and the enemy tanks around are like ladybugs  :D It's good to quickly wipe off the bunch of enemy tanks in the CP center at polygon. It's like a Drug tank buster, tho there might be the risk that it gets nerfed again.

 

Freeze - Range is quite good and there is the possibility to freeze multiple tanks, when they are in line to you, but considering that the freeze effect (due to rebalance) is more or less gone, it appears when your charge is about to be empty, I wouldn't buy Freeze at all imho.

 

Isida - the cutdown of the range is ridiculous and doesn't weigh up the easier aiming. Most senseless alteration yet.

 

Hammer - You are able to hit targets that are pretty far away, but you have to be sure that you aimed properly before. Disadvantage of slower turning is in close combat obvious. Anyway, I prefer the alteration over the standard version. 

 

Twins - After the fire alteration the best alteration, since it makes it to a weapon with a different gameplay. You shoot less shots, but since they are faster, you hit the target much easier, even if the enemies are far away. I would recommend to buy it, especially because it's only 50k. In Polygon/Island/Arena battles the standard version is probably better though.

 

Rico - The changes are exactly the same as the alteration for Twins. Longer Range (of min. damage) with less but faster shots. I think the negative aspect of shooting less shots is more noticeable than at the Twins alt., because the Twins' standard shooting rate is really high. I think players that are used to Rico will continue to play with the standard and its active and attacking play style.

 

Smoky - More impact force but no criticals. I think this is something for specialists, that are always able to turn the enemy's turret right. I prefer the standard with more damage and faster combat/kills.

 

Vulcan - Fast horizontal turret turning let's you battle with vulcan in an active combat style, preferably with lighter hulls than the standard version. With lighter hulls you can compensate easier for the disadvantage of not being able to shoot on another terrain platform next to you (only far away). You can get tanks much quicker that pass around you. In a normal game with different platform levels I'd still stick to the standard. 

 

Railgun - I cannot say much about this one, but nothing negative here. It seems that the alteration is slightly better, but I don't think it's worth to spent 100k for this change.

 

Shaft - It is good for campers, that can especially benefit from one-shotting tanks (with or without drugs), which might not be possible with the standard. When shafting, I am rather an active shafter with changing position and a lot of kill traffic, etc.. so the standard is my option.

and thunder...?
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Alterations don't work on battles with micro upgrades off

Yeah, I noticed that too recently. I guess that they made it like that so "fair" battles can stay "fair", since then everyone would be using the standard model.

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