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"Congratulations plasma torch, you've finally graduated from parkour battles and can be used effectively in matchmaking battles."

 

I used it in several battles and it no longer feels as if it doesn't belong there, it seems quite balanced at the moment.

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Electro. Magnetic. Accelerator. "Scout". 

 

Is it balanced? Is it imbalanced? Let's find out. 

 

 

EA"S" decreases a Railgun's damage range similarly to Shell Destabilisation. Your damage range is now tight and you need not worry about lucky shots or unlucky shots like you would with LCR or Stock Railgun. Your new maximum damage at M2 allows you to be able to one-shot an unprotected M2 Hornet with double damage. And potentially 2-shot any unprotected medium hull at M2. Here is sort of where the imbalance comes in.

 

The damage spread of Railgun increases as you increase its modification. The average damage for each modification is enough to one-shot light hulls. In order to one-shot medium hulls, it must obtain a lucky shot that is close to the maximum damage. A 40% decrease in the maximum damage allows the Railgun enough damage to one-shot a light hull. So you're able to one-shot a light that is a few upgrades below you. Because you're able to one-shot a light hull, you can two-shot a medium hull very quickly, faster than Stock Rail can on average. 

 

When it comes to heavy hulls, Scout kills them faster.

 

Is it an upgrade? Probably. There is the factor that the light hull has to be a few upgrades lower than you for you to one-shot them but yeah, it's very powerful. It has its ups and downs compared to Stock Railgun but from what I can see and experience, it does better than Stock Railgun. 

 

Altered Railgun > Stock Railgun 

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Slugger still feels like a downgrade from stock hammer even after the rotation nerf was reduced.

 

I think it's because the pellets are so tightly together that it makes it harder to aim.

 

Sure tighter pellets mean more damage at longer range, but what other benefits are there in tighter pellets?

 

 

Exactly, there are none. So it feels more like another set back than a benefit.

 

So why not add like 30% max range increase?

 

 

Dragons Breath is like the total opposite of slugger. It's an upgrade from stock hammer even after the burn damage was once nerfed.

 

I think it's because the pellets are so spread out that it makes it so much easier to hit enemies with.

 

Sure more spread out pellets mean less of them hitting the enemy from max range, but besides that what other setbacks are there?

 

Once again, there are none. It feels like another benefit than a setback.

 

So why not add a 15% max range decrease?

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Slugger still feels like a downgrade from stock hammer even after the rotation nerf was reduced.

 

I think it's because the pellets are so tightly together that it makes it harder to aim.

 

Sure tighter pellets mean more damage at longer range, but what other benefits are there in tighter pellets?

Exactly, there are none. So it feels more like another set back than a benefit.

So why not add like 30% max range increase?

More concentrated impact force. Focus all of the pellets in one area and the visible impact force will increase. With Stock, the pellets spread and hit all over the tank which lessens the impact as there is more surface area being hit. With Slugger, less surface area is being hit with a more concentrated round of pellets, resulting in a real punch. 

 

This alteration encourages and rewards accurate aiming. I believe the decreased turret rotation can be helpful here, just like the decreased turret rotation for Heavy Capacitors helps it when it's supposed to be a drawback. 

 

Seems fine to me just the way it is as it changes your playstyle to more careful-aiming and Hammer sniping. I loved Hammer sniping people on Noise. 

 

Dragons Breath is like the total opposite of slugger. It's an upgrade from stock hammer even after the burn damage was once nerfed.

 

I think it's because the pellets are so spread out that it makes it so much easier to hit enemies with.

 

Sure more spread out pellets mean less of them hitting the enemy from max range, but besides that what other setbacks are there?

 

Once again, there are none. It feels like another benefit than a setback.

 

So why not add a 15% max range decrease?

While Slugger rewards careful aim and distance-shooting, Dragon's Breath encourages the user to get up closer in order to deal enough damage. With an increased pellet spread, you're not going to always hit every pellet, so to make up for that damage, there is afterburn. 

 

There are no other setbacks. I thought it was fine before the last buff. 

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1) More concentrated impact force. Focus all of the pellets in one area and the visible impact force will increase. With Stock, the pellets spread and hit all over the tank which lessens the impact as there is more surface area being hit. With Slugger, less surface area is being hit with a more concentrated round of pellets, resulting in a real punch. 

 

This alteration encourages and rewards accurate aiming. I believe the decreased turret rotation can be helpful here, just like the decreased turret rotation for Heavy Capacitors helps it when it's supposed to be a drawback. 

 

Seems fine to me just the way it is as it changes your playstyle to more careful-aiming and Hammer sniping. I loved Hammer sniping people on Noise. 

 

 

2) While Slugger rewards careful aim and distance-shooting, Dragon's Breath encourages the user to get up closer in order to deal enough damage. With an increased pellet spread, you're not going to always hit every pellet, so to make up for that damage, there is afterburn. 

 

There are no other setbacks. I thought it was fine before the last buff.

 

1) ok I guess impact force is another benefit, but that's it really. It just means that slugger is only useful from a distance while struggles at close combat, stock excels at close combat and can hit multiple targets from afar.

 

2) like stock, dragons breath also excels at close combat while also being able to hit multiple targets from afar, except it can also ignite those targets.

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Tested two more alterations on an alt in MM DM:

 

Automated gunpowder loading mechanism: don't use this alteration in DM or Juggernaut. Matter of fact, don't use magnum in DM or Juggernaut except if you have reinforced gun carriage.

 

Speaking of which, it's the only way for magnum to be able to compete in DM and juggernaut.

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From my brief testing on incendiary rounds smoky, a fox module will reduce the damage ticks it deals, but not DA. This means it's an upgrade against whoever doesn't have a fox module, but if they do, you're going to deal a measly 150 extra damage. At which point a regular critical deals more damage.

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From my brief testing on incendiary rounds smoky, a fox module will reduce the damage ticks it deals, but not DA. This means it's an upgrade against whoever doesn't have a fox module, but if they do, you're going to deal a measly 150 extra damage. At which point a regular critical deals more damage.

Huh? 

 

 

 300-per-second.png

 

204.png

 

102.png

 

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Huh? 

 

 

 300-per-second.png

 

204.png

 

102.png

 

I shot at a 35% fire protection enemy in the test server and watched how many ticks of damage it dealt and it only did 3 ticks instead of the usual 5. There were no freezes around and the enemy didn't heal with a repair kit. Another one who I hit with no fox module but double armor active got a full 5 ticks of burn. I wasn't using double damage (I actually didn't buy any supply but batteries...) so I don't know if it affects heating rate too. But the server is closed now.

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I shot at a 35% fire protection enemy in the test server and watched how many ticks of damage it dealt and it only did 3 ticks instead of the usual 5. There were no freezes around and the enemy didn't heal with a repair kit. Another one who I hit with no fox module but double armor active got a full 5 ticks of burn. I wasn't using double damage (I actually didn't buy any supply but batteries...) so I don't know if it affects heating rate too. But the server is closed now.

Oh, that's what you meant.

 

Yes, equipping a Fox module gives you protection against the heating and cooling rate as well. It takes longer to ignite an enemy with a Fox module for 100% of maximum temperature than it is for someone without it. I'm still trying to figure out how repair kit works against ignition and cooling. With Firebird, it's a gradual ignition where it rises with each tick. Smoky's incendiary critical hit is instant. It shoots it up to 50% immediately and the ignition animation then has to catch up. 

 

I remember getting only 2 ticks on a player with 50% protection and double armour enabled. Assuming that the incendiary critical hit has an ignition rate of 200%/sec, and is divided into 0.25 ticks, then the ignition rate with 50% Firebird protection would be decreased to 100%/sec which when divided into 0.25 ticks, would result in the target being ignited for 25% of maximum temperature, resulting in 2 ticks of afterburn damage.

 

With 35% protection, it would equal to the target being ignited for 32.5% of maximum temperature, resulting in 3 ticks of afterburn damage, just like you saw in the Test Server. 

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Reinforced aiming transmission is an alright Alt for Titan-Rail, it basically irons out the last remaining issue with the combo; Slow reaction times and traversal. It even makes dealing with faster hulls circle strafing a breeze unless there's an elevation difference. I find the reduced vertical auto aim easy enough to counteract with simply rocking my entire hull or fighting mainly on even ground.

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So, about a week ago, I bought Rapid-Fire Mode for Shaft to see if it was worth all of the hype. I first played it with Hunter and it seemed...alright. I can see where it's OP and I can see where its balanced. 

 

I then though, "Hmm, I wonder how great it would be with Hornet". And then, the magic happened:

 

 

 Rapid-Fire-is-OP.png

 

 

Rapid-Fire-is-OP-2.png

 

 

Destabilised-vs-Rapid-Fore.png

 

 

 

These are just 3 battles of 20+ I've done (but didn't screenshot). In many of them, I got 20+ kills. 

 

This was one of the first ones with Hunter and being put in the same battles as the glorious, one and only, blackpete2.

 

 

 blackpte.png

 

 

From what I'm seeing, this heavily relies on ambush play or sneak attacks like you would with Duplet Hammer. Two quick shots to take out that Hornet. 2-3 shots to take out that medium hull. 3-4 shots to take out that heavy hull. 

 

It gets the most out of it when the Shaft is upgraded while the enemies' hulls are one tier lower or less upgraded. If your Shaft is higher than the medium hulls, then it can take it out in 2 shots, which I've done many times. Sometimes, the medium hull can survive 2 shots and you'd need a 3rd, which by that time, they'd pop a repair kit andsurvive the 3rd while you reload the 4th one. 

 

This with Hornet's Overdrive can destroy lethal members of the enemy's defence. They most likely wouldn't expect it unless they're on high alert.

 

 

So, is it overpowered? While it does give great close-range efficiency, its sniping damage makes me just want to go on the front lines instead. It's still useful as it's only 70% damage. You can still get light hulls and damaged medium hulls with it. The other thing is using its very fast shot reload. When behind enemy line,s it's best to wait until 2 of your shots are reloaded or close to 3 shots. So that you wouldn't shoot one and alert the enemy to your presence which would make them act accordingly. I've had to stop attacking for 7 seconds just to kill one person quickly. It's also a patience game for me because in that time, I can get spotted and dealt with swiftly by a Railgun shot. And then you can't get into sniping mode by continuously firing arcade shots like you would with Stock Shaft.

 

It's hard to say, but as for now, I'd say that although I can get the same score as RFM Shaft with Stock Shaft, RFM is better. 

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So, about a week ago, I bought Rapid-Fire Mode for Shaft to see if it was worth all of the hype. I first played it with Hunter and it seemed...alright. I can see where it's OP and I can see where its balanced. 

 

I then though, "Hmm, I wonder how great it would be with Hornet". And then, the magic happened:

 

 

 Rapid-Fire-is-OP.png

 

 

Rapid-Fire-is-OP-2.png

 

 

Destabilised-vs-Rapid-Fore.png

 

 

 

These are just 3 battles of 20+ I've done (but didn't screenshot). In many of them, I got 20+ kills. 

 

This was one of the first ones with Hunter and being put in the same battles as the glorious, one and only, blackpete2.

 

 

 blackpte.png

 

 

From what I'm seeing, this heavily relies on ambush play or sneak attacks like you would with Duplet Hammer. Two quick shots to take out that Hornet. 2-3 shots to take out that medium hull. 3-4 shots to take out that heavy hull. 

 

It gets the most out of it when the Shaft is upgraded while the enemies' hulls are one tier lower or less upgraded. If your Shaft is higher than the medium hulls, then it can take it out in 2 shots, which I've done many times. Sometimes, the medium hull can survive 2 shots and you'd need a 3rd, which by that time, they'd pop a repair kit andsurvive the 3rd while you reload the 4th one. 

 

This with Hornet's Overdrive can destroy lethal members of the enemy's defence. They most likely wouldn't expect it unless they're on high alert.

 

 

So, is it overpowered? While it does give great close-range efficiency, its sniping damage makes me just want to go on the front lines instead. It's still useful as it's only 70% damage. You can still get light hulls and damaged medium hulls with it. The other thing is using its very fast shot reload. When behind enemy line,s it's best to wait until 2 of your shots are reloaded or close to 3 shots. So that you wouldn't shoot one and alert the enemy to your presence which would make them act accordingly. I've had to stop attacking for 7 seconds just to kill one person quickly. It's also a patience game for me because in that time, I can get spotted and dealt with swiftly by a Railgun shot. And then you can't get into sniping mode by continuously firing arcade shots like you would with Stock Shaft.

 

It's hard to say, but as for now, I'd say that although I can get the same score as RFM Shaft with Stock Shaft, RFM is better.

 

That thing with Double damage is a nightmare to come across if you don't have a module against it, and even more so if you're not protected against it in any way.

 

My advise when you see someone with this alteration is to stay away from them.

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I have a bunch of crystals to spend on alterations (once sales come around).

 

What's everyones thoughts on these alterations:

 

Thunder - sledgehammer rounds

Shaft - rapid-fire mode

Magnum - mortar (are the layed mines permanent until you are destroyed?)

 

Or should I wait for gauss alterations?

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I have a bunch of crystals to spend on alterations (once sales come around).

 

What's everyones thoughts on these alterations:

 

Thunder - sledgehammer rounds

Shaft - rapid-fire mode

Magnum - mortar (are the layed mines permanent until you are destroyed?)

 

Or should I wait for gauss alterations?

I would bet on a nerf for Sledgehammer in the near future...

 

Mortar - mines are temporary.  If you fire continuously I think you can 4 mines  "on-the-go".

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I have a bunch of crystals to spend on alterations (once sales come around).

 

What's everyones thoughts on these alterations:

 

Thunder - sledgehammer rounds

Shaft - rapid-fire mode

Magnum - mortar (are the layed mines permanent until you are destroyed?)

 

Or should I wait for gauss alterations?

Well, what alterations do you have right now?

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Alter the game join in times - The join game times have massively increased lately. I have to try to jopin 4 or 5 times as I am always getting timed out. I have a 100mbs fibre internet connection and pay to be a member. But the time I have to wait to join a game is gettind rediculous!! I will not be renewing my membership when oit runs out and will be trying War Thunder instead. The waiting times are truly stupid now and the game is treating paying members like sh*t!

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Alter the game join in times - The join game times have massively increased lately. I have to try to jopin 4 or 5 times as I am always getting timed out. I have a 100mbs fibre internet connection and pay to be a member. But the time I have to wait to join a game is gettind rediculous!! I will not be renewing my membership when oit runs out and will be trying War Thunder instead. The waiting times are truly stupid now and the game is treating paying members like sh*t!

That's quite off topic.

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Yeah, I think Incendiary Band has lost its place as a top-score contender in MM battles if it doesn't have an Isida with them. I was healing this guy (Geka606) and he had a great start with 5 kills and 80 score on the board in first place. But then, we started gaining our fott and we soon overtook him. One of his problems was survivability. He wasn't using a Firebird protection module and his HP was depleting fast. I can only imagine how bad 's have it. 

 

igorek-sledgehammer.png

 

Other things to note was that igorekSemenov was a Sledgehammer Thunder + Hornet. Go a lot of kills with that, and also a lot of deaths. 

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If I had 4 more seconds, I would have came first. The guy in first was a Viking + Subcalibre Rounds Thunder. It looks like it has some use in DM battles at a lower rank, or maybe he just got lucky with his kill steals. 

 

Arge-a-Subcalibre-Rounds-Thunder-won.png

You would've also came first if you had 2 or 3 less deaths.

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You would've also came first if you had 2 or 3 less deaths.

Was using Wasp Vulcan. I had a lot of running around in that battle to avoid being one-shotted by the Rails. I successfully dodged 5 Railgun shots that were going to kill me just by driving erratically. I love Wasp for that. 

 

I wanted more kills than the guy, but the time didn't allow it. Some of my deaths were spawnkills. 

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Was using Wasp Vulcan. I had a lot of running around in that battle to avoid being one-shotted by the Rails. I successfully dodged 5 Railgun shots that were going to kill me just by driving erratically. I love Wasp for that. 

JA JA JA JA JA!!! :lol:  :lol:  :lol:  :lol:

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I got a real nice killchain with Adaptive Reload 2 days ago. 

 

Chain-hammer.png

 

I would have only gotten 3 with Stock Hammer.

 

But King-Of-War still beat me because he was me but upgraded:

 

 

Me: M3 Hammer, M3 Hornet, Adaptive Reload.

 

King-Of-War: M4 Hammer, M4 Hornet, Adaptive Reload, Max-levelled Booster Drone.

 

He got a kill every time he spawned. 

 

 

 Me-but-upgrade-dwith-hammer.png

 

Edited by TheCongoSpider
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