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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

 

 

Oh boy. :lol:

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Alright, something is up. I'm seeing an increase in the number of Subcalibre Rounds users down in the ranks of - .

 

Is it suddenly viable down there or something? Was it always viable but people were afraid to lose their splash damage? 

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Alright, something is up. I'm seeing an increase in the number of Subcalibre Rounds users down in the ranks of - .

 

Is it suddenly viable down there or something? Was it always viable but people were afraid to lose their splash damage? 

They probably just don't have high protection against themselves.

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Alright, something is up. I'm seeing an increase in the number of Subcalibre Rounds users down in the ranks of - .

 

Is it suddenly viable down there or something? Was it always viable but people were afraid to lose their splash damage?

 

I think the main reason would be because it's pretty cheap (especially on 50% sale).

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Well, what alterations do you have right now?

Almost everything (except freeze and isida alterations) :)

 

I won't be buying anymore alterations because there are only a few which are worth it imo.

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Anyone having problems with Twins' Stable Plasma? For some reason, the plasma still splashes around when hitting enemy tanks, even though the description states that it clearly shouldn't.

It happens to me when I change alteration and then re-equip stable plasma. 

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"Death Herald" Compulsators are very disorienting when you see them in action for the first time. 

 

Source: I saw one today. I was very confused until I pressed V.

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Why would anyone choose Hyperspace rounds over Round Stabilization?

 

Both give 100% penetration, but RS has slightly higher average damage and does not lose any impact and... is way, way cheaper.

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Why would anyone choose Hyperspace rounds over Round Stabilization?

 

Both give 100% penetration, but RS has slightly higher average damage and does not lose any impact and... is way, way cheaper.

Hyperspace rounds has +100% penetration. Your railgun should be M4, so, if that's true, you should get 200% penetration.

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Why would anyone choose Hyperspace rounds over Round Stabilization?

 

Both give 100% penetration, but RS has slightly higher average damage and does not lose any impact and... is way, way cheaper.

Hyperspace Rounds gives +100% (the "+" is underlined) penetration damage. Meaning if you do 1,000 damage to an unprotected enemy, the 2nd unprotected enemy behind it will receive 2,000 damage if it gets hit. 

 

Shell Stabilisation puts your penetration damage to "=100%". So in this case, all unprotected enemies will receive the same 1,000 damage. But what's juicy about Hyperspace Rounds? it goes from:

 

1,000

 

2,000

 

4,000

 

8,000

 

16,000 

 

etc. 

 

And it doesn't have to only go through enemies. Allies also contribute to the multiplier. This is why I stand in front of Hyperspace Rounds users on my team. That first multiplied damage is the most important. 

 

I thought you knew this? Well if you didn't or it slipped your mind, read the descriptions. Basically has the differences between them there. 

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Why would anyone choose Hyperspace rounds over Round Stabilization?

 

Both give 100% penetration, but RS has slightly higher average damage and does not lose any impact and... is way, way cheaper.

For hyperspace rounds just needs one tank in front of the intended target whether it be enemy or ally to utilize the alteration, double damage just adds acid to the wound.

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Hyperspace Rounds gives +100% (the "+" is underlined) penetration damage. Meaning if you do 1,000 damage to an unprotected enemy, the 2nd unprotected enemy behind it will receive 2,000 damage if it gets hit. 

 

 

 

Shell Stabilisation puts your penetration damage to "=100%". So in this case, all unprotected enemies will receive the same 1,000 damage. But what's juicy about Hyperspace Rounds? it goes from:

 

1,000

 

2,000

 

4,000

 

8,000

 

16,000 

 

etc. 

 

And it doesn't have to only go through enemies. Allies also contribute to the multiplier. This is why I stand in front of Hyperspace Rounds users on my team. That first multiplied damage is the most important. 

 

 

 

I thought you knew this? Well if you didn't or it slipped your mind, read the descriptions. Basically has the differences between them there. 

Had forgot about that - never use Rail.  WIKI does not really make that explicit - what the "+" really means. Casual reading of it can overlook that crucial aspect - ah never mind - the description does mention this.

 

For hyperspace rounds just needs one tank in front of the intended target whether it be enemy or ally to utilize the alteration, double damage just adds acid to the wound.

Edited by wolverine848
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Allies also contribute to the multiplier.

I had no idea, how does it work in real world battles? Since there is obviously no auto-aim for allies so I'd imagine its difficult to get into a good position?

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I had no idea, how does it work in real world battles? Since there is obviously no auto-aim for allies so I'd imagine its difficult to get into a good position?

Exxxactly. From my experience, it doesn't look like auto-aim activates for them if I'm in front of them. So ultimately, it is best used on Viking because of the low height. 

 

The thing that sets it apart from the other "strong" Rail alterations is that it needs a particular situation to happen in order to achieve its effects. You'd need at least 2 players to shoot through. Large Calibre Rounds, Electromagnetic Accelerator "Scout" and Round Destabilisation have their advantages built in to their shots already, which makes those generally more practical than Hyperspace Rounds. In theory, you can say that Hyperspace Rounds is the most powerful, but practically, another alteration will take that title. 

 

You can skip the 'shooting through allies' part and focus on enemies. It's a high chance of killing the 2nd enemy that gets hit.  In the Test Server, I tried it in a map where I thought it would excel, Parma. It had a long dive way in each base and you can get 3 people in one shot. 

 

Of course, the number of Hyperspace Rounds users are limited because of the low flexibility it has compared to the other alterations, but they're really useful on some maps. 

 

 

 Hyperspace.png\

 

[DS] Hot

 

Hyperspace-Railgun.png

 

 

Aa2Bb4

 

Hyperspace-score.png

 

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Sounds like a very interesting alteration to mess around with if you're in a call with some friends. Will have to try it on the test server myself at some point.

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So what about those longer range alts on Firebird/Freeze? I'm doing a joke account where my main combo is Titan-Freeze, I was wondering if that would help ensnare more prey for the mighty Dragon tank.

It's really good around the Warrant Officer ranks. Your main weaknesses are Twins, Ricochet and light hulls that travel quickly around you. The cone angle decrease is very large, so you'd need to get used to it for a bit. On Firebird, you're able to heat up the target a bit quicker than Stock because your range of maximum damage is increased which in turn, increases the distance of your maximum ignition rate. I used mine with Hunter because you'd need all the stability you can get while having some speed. 

 

I saw many players who bought M1/2 Freeze kits early using it, leading me to believe that that is where the alteration is most powerful. I haven't tried it with Freeze but the ones who do have almost no problem with the cone angle. That's just the ignition and cooling rates, now is for the real fun in this alteration, the maximum dmaage.

 

Your Firebird and Freeze will be dealing its maximum damage at twice the range. Where you'd be dealing 30-40% of your direct damage with Stock, they would be dealing a whole 100%. So it's best to keep a good aim especially on moving targets. Keep the target in the cone and you should see kills happening quicker. I'd say it's best used on a medium or light hull though. I'm not sure how it'll do with Titan. 

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It's really good around the Warrant Officer ranks. Your main weaknesses are Twins, Ricochet and light hulls that travel quickly around you. The cone angle decrease is very large, so you'd need to get used to it for a bit. On Firebird, you're able to heat up the target a bit quicker than Stock because your range of maximum damage is increased which in turn, increases the distance of your maximum ignition rate. I used mine with Hunter because you'd need all the stability you can get while having some speed. 

 

I saw many players who bought M1/2 Freeze kits early using it, leading me to believe that that is where the alteration is most powerful. I haven't tried it with Freeze but the ones who do have almost no problem with the cone angle. That's just the ignition and cooling rates, now is for the real fun in this alteration, the maximum dmaage.

 

Your Firebird and Freeze will be dealing its maximum damage at twice the range. Where you'd be dealing 30-40% of your direct damage with Stock, they would be dealing a whole 100%. So it's best to keep a good aim especially on moving targets. Keep the target in the cone and you should see kills happening quicker. I'd say it's best used on a medium or light hull though. I'm not sure how it'll do with Titan. 

As you can imagine my main problem is keeping people in range long enough to get damage in. I initially did Firebird, but it was so ineffective at everything but point blank range I quickly switched to Freeze instead. Freeze is a lot easier since it slows things down to your level, but again I can't pursue anything. My thinking is the increased range will let me slow them from further away then close the distance on my prey and eliminate them. Melee Titan is certainly an interesting combo, very camp heavy, but it's undeniably the best 1v1 fighter when you can make enemies come to you.

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High pressure pumps do great with low or stable hulls so if you're using titan I'd definitely get it. It's harder to circle enemies with freeze but you really aren't that fast that you need to think about repositioning your aim while doing so. They're cheap too, and there are only benefits for a titan user. :)

 

As you can imagine my main problem is keeping people in range long enough to get damage in. I initially did Firebird, but it was so ineffective at everything but point blank range I quickly switched to Freeze instead. Freeze is a lot easier since it slows things down to your level, but again I can't pursue anything. My thinking is the increased range will let me slow them from further away then close the distance on my prey and eliminate them. Melee Titan is certainly an interesting combo, very camp heavy, but it's undeniably the best 1v1 fighter when you can make enemies come to you.

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So alterations will now be factored in for GS. I don't see why they would do such a thing unless they are admitting that alterations have a noticeably game-changing effect in battles. 

 

And they removed the contributions of paints, skins, shot effects and supplies, so it may be getting a pretty hefty number assuming the numbers for the hull, turret, drone etc. are unchanged. 

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So alterations will now be factored in for GS. I don't see why they would do such a thing unless they are admitting that alterations have a noticeably game-changing effect in battles.

 

And they removed the contributions of paints, skins, shot effects and supplies, so it may be getting a pretty hefty number assuming the numbers for the hull, turret, drone etc. are unchanged.

Of course alts have a game changing effect in battles, certainly much more than paints and skins.
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Of course alts have a game changing effect in battles, certainly much more than paints and skins.

Well the understanding was they were supposed to be power-neutral.

WIKI says they do not change the game balance.

 

But if they alter the GS (raise it?) then they are not power-neutral and will actually change the game-balance.

 

Not the original intent, correct?

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Well the understanding was they were supposed to be power-neutral.

WIKI says they do not change the game balance.

 

But if they alter the GS (raise it?) then they are not power-neutral and will actually change the game-balance.

 

Not the original intent, correct?

I see your point, I was having exactly the same discussion with some fellow helpers.

 

I personally disagree with the description that says all alterations are neutral, to me some are and others arent.

 

But since that is an official description its a bit counter intuitive to add them to GS.

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So alterations will now be factored in for GS. I don't see why they would do such a thing unless they are admitting that alterations have a noticeably game-changing effect in battles. 

 

And they removed the contributions of paints, skins, shot effects and supplies, so it may be getting a pretty hefty number assuming the numbers for the hull, turret, drone etc. are unchanged.

 

Ah so no wonder my GS went from 8240 to 7995.

 

But seriously it would be more useful if they added the ability to see what alteration the other players have equipped in battle for HTML5.

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