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On 5/31/2021 at 11:37 AM, Tanker-Arthur said:

Well, they are called "Alterations". You don't need to buy them to beat the game. Default turret should work just as fine as well :)

The new healing augment on shaft is definitely good to play with. Played several missions focusing on keeping team alive and it was a fun role to play. My K/D ratio sucked, but overall fun and my score wasn't too bad.

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On 5/31/2021 at 12:37 PM, Tanker-Arthur said:

Well, they are called "Alterations". You don't need to buy them to beat the game. Default turret should work just as fine as well :)

Wut the -

That post was from 2016...

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I'd like to know more about Adrenaline's mechanics. I understand that the less health I have, the more bonus damage I get from Adrenaline, though I don't know by how much. Moreover, I've read around here that the bonus Adrenaline damage is a flat bonus rather than a multiplier, but I'd like to understand the math better. @TheCongoSpider @Akame I appreciate any clarification help.

Edit: I'll provide an example to simplify things. Suppose there are two identical players that both have a Level 20 Brutus and a turret deals 1000 damage per hit by default. If one of those players were to equip Adrenaline, how would that affect their damage vs their non-Adrenanline counterpart.

Edited by N3tralRE
Added an example
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10 hours ago, N3tralRE said:

I'd like to know more about Adrenaline's mechanics. I understand that the less health I have, the more bonus damage I get from Adrenaline, though I don't know by how much. Moreover, I've read around here that the bonus Adrenaline damage is a flat bonus rather than a multiplier, but I'd like to understand the math better. @TheCongoSpider @Akame I appreciate any clarification help.

Edit: I'll provide an example to simplify things. Suppose there are two identical players that both have a Level 20 Brutus and a turret deals 1000 damage per hit by default. If one of those players were to equip Adrenaline, how would that affect their damage vs their non-Adrenanline counterpart.

Above is a direct link that may let you understand, but I will follow up with a good example below too just incase.

Since you mentioned 2 maxed brutus players, 1000 damage (I am gonna assume it's like a Long range for ease, so we shall assume a max of 30% adrenaline for long range)

Let us note; 1000 damage is the unmodified base damage of this turret, below are the details of its output, i have ignored the enemy armor because that makes it complicated, but you will be able to figure out how much damage you do to an armored max brutus (just a half of the damage and you will see that overall as a %, it has a lower gain than when facing unarmored tanks)
unknown.png

 

The formula makes it a flat bonus effectively;

% DAMAGE = 100 + Adrenaline bonus + Boosted Damage ( + Booster or Crisis Bonus Damage )

i.e

% Damage = 100 + 20 + 100 = 220

However if it worked how other augments worked; i.e providing a multiplicative bonus; it would be as follows;
 

% Damage = new base damage + 'Boosted Damage' ( + 'Booster or Crisis Bonus')

note; ( 100 * augment multiplier ) = new base damage, Boosted Damage multiplies this.

i.e

new base damage = ( 100 * 1.2 ) = 120 %

% Damage = 120% + 'Boosted damage' = 120 + 120 = 240%.

I know my explanation is a bit crude here, but effectively, if there is an augment that provides 15% or higher multiplier, it is more likely to perform better than adrenaline augments in places where you can use boosted damage, because adrenaline does not get buffed by Boosted damage since it does not alter the base damage. But in cases where you have no boosted damages; i.e pro battles with no supplies/drops/ods, then adrenaline can make a fair bit of damage compared to multiplicative augments.

If we take freeze as an example, corrosive mix has a 10% multiplicative bonus, whilst adrenaline would give up to 39%, the chart below does show that adrenaline will give you better gains if you are around half hp or under (also maintains freezing rate; whilst corrosive mix doesn't):
unknown.png

 

I hope this helps you understand, if not, give me a shout.

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On 5/31/2021 at 9:37 AM, Tanker-Arthur said:

Well, they are called "Alterations". You don't need to buy them to beat the game. Default turret should work just as fine as well :)

How dare you quote a post from 5 years ago? :ph34r:

     Me.                                                                    You.

FlimsyUnluckyBubblefish-size_restricted.

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@Akame Thanks, your explanation did help me understand Adrenaline's flat bonus.

I also agree that Adrenaline is a nice bonus to stock turret play. The bonus definitely helps in dogfights to the death (which are found alot in DM mode).

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Jam immu vs stun immu

----------------------------------------

since hunter can apply both (actually emp+jam+stun);

which immu is best to defend Flag against hunter;

  * Defending with OD => means jam immu: (but you are stunned, )

  * Defending with OD => means stun immu (but you are jammed)

  * Defending with supply + boost/defender drone=> means emp immu (but you are stunned)

  * Defending with blaster drone => means heavy weight augment   (delay attack and weaken attack passively) - but experienced hopper can jump next to you and grab flag at same time (not sure how, but I have seen that, even sitting on flag wont help.)

 

Edited by wild001
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Now that Jammer Immunity is a thing, What would you say are the best hulls for it? I'm thinking Crusader (because of how quickly it recharges), Titan (because of how team-oriented it is), and Dictator (also team-oriented like Titan, but while it's not as crucial it does have some solo applications (free supply refresh, supercharge)

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Adrenaline for thunder and heavyweight construction for Viking. What an amazing augment combination for an already amazing turret and hull combo.

 

Adrenaline is a prime example of the phrase "a wounded animal is a dangerous animal". That extra damage is really nice to have in a pinch.

 

Heavyweight construction really makes Viking a viable hull to have, really stable, hardly loses any speed or acceleration. Really handy for when you need to make every shot count or making a quick getaway. 

With these two augments (well mostly the heavyweight construction) my main went from a hiding sniper to intentionally looking for trouble in battle.

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I already posted this a while back, but I made some updates:

https://docs.google.com/document/d/1BBUpqmD8D3P9S_BXOQL7WFK7ZLGTtBeqh_i8QqgH-iw/edit?usp=sharing

 

It's a list of a bunch of new Alteration ideas (or "balanced" Augments) I made years ago and still updating today.

 

Also still a work in progress, but I recently decided to add the augments we already have in the game, but tweak them with my own parameters so they'd become "Alterations" :) 

Edited by Tanker-Arthur
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Why do stun rounds for railgun last so long?  They shoot you once you're basically dead.  It's so OP I had to look it up because I thought the person using it was a hacker ?

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21 hours ago, 0179432 said:

Why do stun rounds for railgun last so long?  They shoot you once you're basically dead.  It's so OP I had to look it up because I thought the person using it was a hacker ?

Yup. Stun, AP, and EMP turret augments don't belong in the game.

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2 minutes ago, Incorp said:

Wow againScreenshot-20210830-075315.pngwot it do tho? 

 

It removes the ability for Ricochet to bounce its shots, but it gains splash damage. However the splash damage it gains is miniscule. You're generally better off using Stock. 

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1 hour ago, Incorp said:

On my alt account:

Screenshot-20210831-081146.png

Wot it do tho?

Increases your Smoky's normal damage and slightly increases your critical damage, however the reload is 40% longer and your projectile speed is decreased by 25%.

 

It is not a good augment. 

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Just now, TheCongoSpider said:

It is not a good augment. 

Lol, yeah because it's still an Alteration. It never got changed since Augments were introduced.

 

Actually it got nerfed when Smoky got tracing projectiles. Ironic that it's called "High Precision" when it ends up slowing down the shot speed.

Edited by Tanker-Arthur
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20 hours ago, TheCongoSpider said:

It removes the ability for Ricochet to bounce its shots, but it gains splash damage. However the splash damage it gains is miniscule. You're generally better off using Stock. 

Another alteration that never got augmented lol.

Just shows how crappy the balance in this game is.

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I guess that AP striker should lower the Salvo reload time  by 50% too

I fell that ap is good, but most of times the enemy will just hide him before i have time to shot another rocket, since the augment just provide 1 shot each 4s

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11 hours ago, Incorp said:

Now I completed ultra missions!

 

Opened one ultra for today, leave the rest for tomorrow:

Screenshot-20210906-233041.png

I'm lucky nowadays. Crossing my fingers for some exotics tomorrow. Wot the augment do tho? @TheCongoSpider and anyone else?

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. 

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