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It's not an upgrade if it does not outperform standard shaft in all scenarios

 

Whatever disadvantages it has compared to stock aren't even that noticeable anyway. Except maybe the max aiming damage nerf, but it'll still kill a light hull one shot and any unprotected hulls in one shot if it has Double damage.

 

Three arcade shots with Double damage can kill unprotected light hulls, medium hull, and heavy hulls (most of the time) that are in range.

 

That's two ways that the user can inflict massive damage instantly instead of just one. This alone is enough for it to warrant shaft protections against it, which means it's considered an upgrade.

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It's not an upgrade if it does not outperform standard shaft in all scenarios 

I disagree.  That would be like saying a hypothetical alt for Isida, that cuts healing by 50%, but adds 50% damage, is not an upgrade.  Do you really think that would not be an upgrade for Isida?

 

If the buffs of an alt are > the the nerfs of the alt, it is an upgrade.

At worst it gives 3x faster reload for a nerf of 30% on max damage sniping.  That is a net buff.

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I disagree.  That would be like saying a hypothetical alt for Isida, that cuts healing by 50%, but adds 50% damage, is not an upgrade.  Do you really think that would not be an upgrade for Isida?

 

If the buffs of an alt are > the the nerfs of the alt, it is an upgrade.

At worst it gives 3x faster reload for a nerf of 30% on max damage sniping.  That is a net buff.

If three shots on double damage are used on any unprotected hulls, then it would be at least 3960 total damage in matter of seconds.

 

And actually, now that I think about it, this alteration is much stronger than I initially thought.

 

Don't get me wrong, I still thought of it as an upgrade, but now that I think about it, it's a MASSIVE UPGRADE

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If three shots on double damage are used on any unprotected hulls, then it would be at least 3960 total damage in matter of seconds.

 

And actually, now that I think about it, this alteration is much stronger than I initially thought.

 

Don't get me wrong, I still thought of it as an upgrade, but now that I think about it, it's a MASSIVE UPGRADE

 

If three shots on double damage are used on any unprotected hulls, then it would be at least 3960 total damage in matter of seconds.

 

And actually, now that I think about it, this alteration is much stronger than I initially thought.

 

Don't get me wrong, I still thought of it as an upgrade, but now that I think about it, it's a MASSIVE UPGRADE

It's worse than it was before, how did your opinion of it become more critical after the nerf? 

 


 

Remember that the guy was also using the Booster Drone. If he didn't have a drone equipped, I'm sure that I would have beaten him. 

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It's worse than it was before, how did your opinion of it become more critical after the nerf? 

 


 

Remember that the guy was also using the Booster Drone. If he didn't have a drone equipped, I'm sure that I would have beaten him.

 

 

What nerf? :huh:

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What nerf? :huh:

The 30% sniping damage nerf. It used to deal the same sniping damage as Stock Shaft since its implementation until the 25th of April. That made it even more powerful than it is now. It also received a nerf in its energy recovery rate (it's decreased - it takes longer to fully reload your energy bar). 

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The 30% sniping damage nerf. It used to deal the same sniping damage as Stock Shaft since its implementation until the 25th of April. That made it even more powerful than it is now. It also received a nerf in its energy recovery rate (it's decreased - it takes longer to fully reload your energy bar).

 

Oh ok, still doesn't mean that it's not a huge upgrade for shaft.

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Eh, might as well show what I have.

 

Incendiary Mix gives a 50% damage boost to Firebird and not a 10%. Back when we thought it was 10% last year with the 20% energy consumption decrease, that wasn't god enough. Isida and Freeze were able to perform better than Incendiary Mix Firebird. Then, they decreased the energy consumption to 50% of the Stock Firebird's consumption and allowed it to fire for 10 seconds. That made it balanced. You were able to shoot longer and regain more energy for 1 second of reloading. But now, it's 10 seconds of ammo with a 50% damage boost. That is too powerful and it seems as if the devs are not making it clear as to what % it is. Even the Russian Wiki still says it's a 10% damage increase. These are battles I've had with Incendiary Mix Firebirds and how great they did.

 

 


13AH9I_2015

 

Incendiary-Mix-2.jpg

 


vaitaprocaralho
Incendiary-Mix-Wasp.png

 


25_CAHTNMETPOB
Incendiary-Mix-First-place.png

 


x_D
Incendiary-Mix-Firebird.png

 


Siegfried. Now in this battle, Siegfried was originally an RGC Magnum + Hornet. After two minutes, and him having 2 kills and 6 deaths, he then changed to Viking + Incendiary Mix Firebird and soared through the leaderboard to tie for first place.
Siegfried-the-Incendiary-Mix.png

 


Alright
Alright-the-Incendiary-Mix.png

 


Yarmola. We were able to hold him off from doing further damage.
Yarmola-the-incendiary-Mix.png

 


LDLD2001
LDLD-the-Incendiary-mix.png

 


aberar
aberar-the-Incendiary-Mix.png

 


GugaSilva
Guga-Silva-the-Incendiary-mix-Adaptive-Reload.png

 

 

And then there is this one that was taken yesterday:

 

 

EZ-win.png

 

EZ-win-End.png

 

 

It boasts too much power. The number of them I'm encountering is on the rise.

 

I also found this funny:
Op-alterations.png

 

5 of the most common alterations used for each of the turrets.

 

I believe that my scores with RGC Magnum have been consistently too high unless 3 or more players have protection against me.

 

 

Also, I forgot that hammer is weak without any alterations.

 

So pretty much all alterations of hammer (except slugger) are upgrades.


Especially with all those protection modules Duplet brought along in its earlier days.

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Eh, might as well show what I have. 

 

Incendiary Mix gives a 50% damage boost to Firebird and not a 10%. Back when we thought it was 10% last year with the 20% energy consumption decrease, that wasn't god enough. Isida and Freeze were able to perform better than Incendiary Mix Firebird. Then, they decreased the energy consumption to 50% of the Stock Firebird's consumption and allowed it to fire for 10 seconds. That made it balanced. You were able to shoot longer and regain more energy for 1 second of reloading. But now, it's 10 seconds of ammo with a 50% damage boost. That is too powerful and it seems as if the devs are not making it clear as to what % it is. Even the Russian Wiki still says it's a 10% damage increase. These are battles I've had with Incendiary Mix Firebirds and how great they did.

 

 

 

13AH9I_2015

 

Incendiary-Mix-2.jpg

 

 

vaitaprocaralho 

Incendiary-Mix-Wasp.png

 

 

25_CAHTNMETPOB

Incendiary-Mix-First-place.png

 

 

x_D

Incendiary-Mix-Firebird.png

 

 

Siegfried. Now in this battle, Siegfried was originally an RGC Magnum + Hornet. After two minutes, and him having 2 kills and 6 deaths, he then changed to Viking + Incendiary Mix Firebird and soared through the leaderboard to tie for first place. 

Siegfried-the-Incendiary-Mix.png

 

 

Alright

Alright-the-Incendiary-Mix.png

 

 

Yarmola. We were able to hold him off from doing further damage. 

Yarmola-the-incendiary-Mix.png

 

 

LDLD2001

LDLD-the-Incendiary-mix.png

 

 

aberar

aberar-the-Incendiary-Mix.png

 

 

GugaSilva

Guga-Silva-the-Incendiary-mix-Adaptive-R

 

 

And then there is this one that was taken yesterday:

 

 

 EZ-win.png

 

EZ-win-End.png

 

 

It boasts too much power. The number of them I'm encountering is on the rise. 

I also found this funny: 

Op-alterations.png

 

5 of the most common alterations used for each of the turrets. 

 

I believe that my scores with RGC Magnum have been consistently too high unless 3 or more players have protection against me.

 

You sure it increases the damage by 50%, and not by say 60%?

 

Also why doesn't the devs just update this information and give out the accurate data?

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You sure it increases the damage by 50%, and not by say 60%?

It deals 525 damage per tick at M4 with double damage. 525 * 4=2,100.

 

2,100 / 2 = 1050.

 

150% * 700 = 1050 

 

If it were a 60% increase, it would do 560 for a tick with double damage. 

 

Also why doesn't the devs just update this information and give out the accurate data?

I don't know and I don't like that I have no answer to this question. I would expect the Russian Wiki to at least change it but they haven't for months. I don't think there is anything we can do. I and maybe 1 or 2 other people would be the only players to ask questions about the alteration and since barely anyone asked it, it's technically not popular so there is no need to answer a question that isn't "hot". At least, that's what I think would be the case. 

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It deals 525 damage per tick at M4 with double damage. 525 * 4=2,100.

 

2,100 / 2 = 1050.

 

150% * 700 = 1050 

 

If it were a 60% increase, it would do 560 for a tick with double damage. 

 

 

I don't know and I don't like that I have no answer to this question. I would expect the Russian Wiki to at least change it but they haven't for months. I don't think there is anything we can do. I and maybe 1 or 2 other people would be the only players to ask questions about the alteration and since barely anyone asked it, it's technically not popular so there is no need to answer a question that isn't "hot". At least, that's what I think would be the case.

 

Probably because many don't know that it's actually 50%.

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It deals 525 damage per tick at M4 with double damage. 525 * 4=2,100.

 

2,100 / 2 = 1050.

 

150% * 700 = 1050 

 

If it were a 60% increase, it would do 560 for a tick with double damage. 

 

I don't know and I don't like that I have no answer to this question. I would expect the Russian Wiki to at least change it but they haven't for months. I don't think there is anything we can do. I and maybe 1 or 2 other people would be the only players to ask questions about the alteration and since barely anyone asked it, it's technically not popular so there is no need to answer a question that isn't "hot". At least, that's what I think would be the case. 

I pointed this out in the WIKI thread.  Mods shrug their shoulders. 

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Because they actually don't know that it was changed. Damn devs never told them.

Don't the mods have contact with anyone on Devs side? 

 

They should be proactive and follow-up - get confirmation from devs. Show screen-shots of the damage it is actually doing.  Can't be that difficult.

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Don't the mods have contact with anyone on Devs side? 

 

They should be proactive and follow-up - get confirmation from devs. Show screen-shots of the damage it is actually doing.  Can't be that difficult.

Ask Maf or CooperO.

 

I think admin might, but I feel as though mods don't. I could be wrong about this whole thing, because I don't really know myself.

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Ask Maf or CooperO.

 

I think admin might, but I feel as though mods don't. I could be wrong about this whole thing, because I don't really know myself.

Don't the mods have contact with anyone on Devs side? 

 

They should be proactive and follow-up - get confirmation from devs. Show screen-shots of the damage it is actually doing.  Can't be that difficult.

 

They said something about a spreadsheet with statistics that need to be updated. Once the numbers are updated, they are free to change it on the Wiki. It sounded like a "confirmation" checkpoint to me. They said the devs hadn't given them the "green light" so they couldn't do it (possibly out of fear of inaccurate information). 

Edited by TheCongoSpider

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They said something about a spreadsheet with statistics that need to be updated. Once the numbers are updated, they are free to change it on the Wiki. It sounded like a "confirmation" checkpoint to me. They said the devs hadn't given them the "green light" so they couldn't do it (possibly out of fear of inaccurate information).

 

 

This is just my opinion, but I think they should release that data anyway, it's probably a lot more accurate than what the wiki says right now.

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Played some battles using RGC Magnum with Viking and it seems to be a perfect fit for short-mid range shots. It almost never slightly flies over the enemies' heads. I'd still rather use it with Hornet.

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Hammer changes: 

 

 

As I expected, Duplet has been nerfed and Adaptive Reload has been made more appealing. With the change to Adaptive Reload, it makes it 100% an upgrade. 

 

Slugger.png

 

Very nice, at least I don't have to push down my turret rotation key so hard anymore. 

 

Dragon-BReath.png

 

This basically reverts it to what it was back when it was implemented. When it was implemented, successfully landing all pellets would ignite the target for 29.7% of maximum temperature (2 ticks of afterburn and very near to 3 ticks). 

Now, it will ignite the target for 27% of maximum temperature.

 

HCAC.png

 

I fear this may be an overbuff. M4 HCAC Hammers would be able to reload their clip in 5.75 seconds as opposed to Stock hammer's 5 seconds. Just like the clip reload increase on Adaptive Reload and Duplet, it may not be too noticeable. 

 

Duplet.png

 

Very slight nerf. Shouldn't make too much of a difference. 

 

Apative.png

 

It is now a direct upgrade. I expect to see many Legend Hammers to jump to this alteration now. Hey, at least I'll now have company.  :D

 

 

Expect to see more Hammers everywhere as Hammer's alterations have been made more appealing, not Hammer itself. So that means you'd be seeing less altered Hammers now. 

 

 

 

Ricochet changes:

 

 

 

 Plasma-Torch.png

 

Should be noticeable but I don't think this would make it as playable as Stock Ricochet.

 

Beserk.png

 

I had a battle with a Beserk Ricochet this morning. It was the only battle where a Beserk Ricochet (ssscrew) actually did well. 

 

 

 RGC-Magnum-6-a-Beserk-Rico.png

 

 

It needed a buff. M4 Ricochet, as best as I could have simulated it in my mind, took ~16 seconds to shoot all 29 projectiles. If we were to take away Ricochet's reload while shooting, it would be able to shoot 16 projectiles. Ricochet has a fixed reload rate of 50 units per second. Throughout the 16 seconds, it would replenish ~800 units which, when divided by M4 Ricochet's energy consumption of 60, would give 13 shots. 

 

13 + 16 = 29

 

 

So with this knowledge, I tried to predict the new M4 Beserk Ricochet's number of projectiles shot before running out. I kind of failed, because I ended up with 17 projectiles being fired which feels wrong. So someone with the alteration would have to confirm the number.

 

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Well my math on stock m4 rico says it depletes the entire energy in 14.25s, resulting in 28.5 bullets shot with a full bar, with the 29th a  0.6s after.

One bullet recharges in 1.2s.

 

With 80% berserk, we have a consumption per shot of 108, which means 216 per second. This results in 6 seconds of fire, with 12 bullets being thrown with a full bar. One bullet in this status takes 2.16s to reload, which is a massive amount of time for something with such a limited range and a low individual projectile damage.

 

Now with 30%, this means the consumption is at 78 per shot. So we have 9.43s to deplete the bar, so we have about 19 bullets. 1.56s to reload a full bullet.

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Well my math on stock m4 rico says it depletes the entire energy in 14.25s, resulting in 28.5 bullets shot with a full bar, with the 29th a  0.6s after.

One bullet recharges in 1.2s.

Precisely. It's somewhat the same with my M2 Stock Ricochet that needs to wait slightly a bit longer for the last projectile to be shot. 

 

With 80% berserk, we have a consumption per shot of 108, which means 216 per second. This results in 6 seconds of fire, with 12 bullets being thrown with a full bar. One bullet in this status takes 2.16s to reload, which is a massive amount of time for something with such a limited range and a low individual projectile damage.

 

Now with 30%, this means the consumption is at 78 per shot. So we have 9.43s to deplete the bar, so we have about 19 bullets. 1.56s to reload a full bullet.

Very good.

 

19 projectiles should be enough. 

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