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20 minutes ago, Me0w_XP said:

Help with choosing a Railgun augment?

I'm slowly but surely saving up crystals to buy a Railgun augment.

Currently I'm in possession of Stabilization, RAT, and LCR.
This leaves Hyperspace, Scout, Death Herald, and Destabilization.

I've had my eyes on Destabilization for a while, but both that and Scout have been heavily nerfed recently. Hyperspace is sort of a no-go for me since it's not my playing style; I prefer efficient rounds that finish enemies off but I wouldn't mind the quick firing rate that Scout gives.

Death Herald seems to be the only augment that doesn't really have a downside here, only an increased shot warmup.

Between Destabilization and Death Herald, and maybe Scout, which one should I buy? I'm only partially considering Scout because it's been nerfed pretty badly; I tried it out on test servers once.

Currently, the only Railgun augments worth purchasing during a sale are Round Destabilisation, Hyperspace Rounds and Death Herald. 

 

Round Destabilisation - A give and take augment. You trade a lot of your sustained normal damage output for letting your critical hits one-shot unprotected medium hulls of the same modification or one below. Being able to one-shot them means being able to kill them with two criticals if they have Boosted Armour activated. It relies on your RNG so take note of that. Being able to one-shot someone when you couldn't otherwise is a big thing. 

 

Death Herald - Pretty much Stock Railgun that can fire more shots and potentially get multi kills. Can't go wrong with it. 

 

Hyperspace - If you're on a tight budget, only buy this augment if you plan to play Siege very often. Otherwise, you're better off getting another augment which fares better against Falcon modules and in 1v1s. 

 

Scout - Scout's nerf was a significant one and the firing rate increase is too small to justify losing almost half of your critical damage and impact force. You can ignore this augment. 

 

Edited by TheCongoSpider
Changed some words.
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2 minutes ago, TheCongoSpider said:

Hyperspace - If you're on a tight budget, only use this augment if you plan to play Siege very often. Otherwise, you're better off getting another augment which fares better against Falcon modules and in 1v1s. 

 

Scout - Scout's nerf was a significant one and the firing rate increase is too small to justify losing almost half of your critical damage and impact force. You can ignore this augment. 

Thank you for narrowing down the selection for me! I will choose between Destabilization and Death Herald.

I feel that Destabilization is more my style of brute, one-shot power, but Death Herald paired with AP + Supercharge seems super satisfying as well.

Though, the opportunity to use Hornet's OD in a good position to make the most of the 7-second period is rare, considering since you must be in an open area and in close enough range to apply the AP.

I believe Destabilization may be the best choice for me, then, out of these two. Thank you for helping me think!! :3

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1 hour ago, Thankxtu said:

Remind me again why cryo Augments are in Legendary rarity.

 

Screenshot-449.png

 

Nothing special for it to be in legendary category, 

They are Legendary because they're an option not meant to be readily available to the general playerbase. 

 

In the case of Cryotron, it comfortably applies a status effect that slows you down and disables the effect of your damage enhancers during the duration. It also increases your Twins' range all for the low cost of having halved critical damage, which doesn't matter that much if what you're getting in return for that significantly weakens your enemies more than it weakens your overall damage output. 

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9 hours ago, TheCongoSpider said:

They are Legendary because they're an option not meant to be readily available to the general playerbase. 

 

In the case of Cryotron, it comfortably applies a status effect that slows you down and disables the effect of your damage enhancers during the duration. It also increases your Twins' range all for the low cost of having halved critical damage, which doesn't matter that much if what you're getting in return for that significantly weakens your enemies more than it weakens your overall damage output. 

But the self damage makes it simply not worth it for assault purposes. But yeah its got its uses as a defence augment.

Edited by Thankxtu

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I know players want EMP or AP the most, but Jammer is a sleeper. I'm seeing Defender, Booster, Trickster, and Crisis a lot, and turning them off is a big advantage

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Okay scratch what I said yesterday. All shot status effects suck with the exception of EMP because even if someone activates repair kit, they'd still be without supplies. I don't like this new change.

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Getting one shot by Hyperspace Rounds despite having full health and a fully maxed upgraded Titan and maxed out M7 Falcon protection (50%) is fun........

Edited by 0179432

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24 minutes ago, Fuchsia said:

why're people saying is jamming freeze is good?

Because:

1. At legend ranks drones play a very important role in changing the tide of a battle, so disabling them gives you a large advantage over your opponent.

2. It applies Jammer at every hit.

3. The augment does not have any disadvantages.

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Every tick on drones like crisis which is very powerful makes it ineffective, and others like defender, booster or trickster gets disabled for whole 30 sec.

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9 hours ago, NikmanGT said:

Every tick on drones like crisis which is very powerful makes it ineffective, and others like defender, booster or trickster gets disabled for whole 30 sec.

 

10 hours ago, frederik123456 said:

Because:

1. At legend ranks drones play a very important role in changing the tide of a battle, so disabling them gives you a large advantage over your opponent.

2. It applies Jammer at every hit.

3. The augment does not have any disadvantages.

yeah, but it's outshined by other jamming augments like hammer and tesla, and other freeze augments like emp and ap imo

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4 minutes ago, Fuchsia said:

yeah, but it's outshined by other jamming augments like hammer and tesla, and other freeze augments like emp and ap imo

Mind to elaborate why would you think? Emp immu is very prevalent in the battles and the ap augment has considerable drawbacks.

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1 hour ago, frederik123456 said:

Mind to elaborate why would you think? Emp immu is very prevalent in the battles and the ap augment has considerable drawbacks.

it may be prevalent, but that doesn't mean it's not a good augment... freeze protection is prevalent, and everyone uses DA so AP augment makes sense to me... I don't know if AP does more damage to a tank with DA + 50% Freeze protection vs Corrosive or Adrenaline though. 

Edited by Fuchsia

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1 hour ago, Fuchsia said:

 

yeah, but it's outshined by other jamming augments like hammer and tesla, and other freeze augments like emp and ap imo

Your initial question was why Freeze Jammer was good. of which Frederik answered accurately

Now freeze AP was comparatively better than jammer before its huge nerf. that -45% in critical damage and Regular damage is a big blow on its effectiveness and not to mention -50% freezing rate. Now imagine if the enemy was sporting AP immunity , ur gonna have a very hard time destroying him with those stats but in the case of Jammer , even if the enemy was sporting Jammer immunity your freeze will behave like stock freeze. Also not to mention how people are more focused on having AP or EMP or STUN imm than Jammer adds to that advantage (well some people might not even have jammer imm cuz it was initially in legendary rarity of ultra container but by now ig a significant no of people might have it in their garages)

As in the case of Magnetic Mix , the difference between jammer is much closer with Emp only having a -50% critical damage. But now the status effect depends on critical hits unlike jammer which is guaranteed. Now I have seen freeze emp not applying its status effect on medium hulls a number of times ( I dont have freeze emp but the rate of critical hit feels low in my experience with freeze emp)

As for comparing it with jamming augment for hammer is like comparing stock freeze and stock hammer where range and dps is taken into consideration.

As for jamming tesla its way worse than jam Freeze with its shot warm up increase and ridiculous -75% damage reduction of lightining ball. Ultimately you have to go near the enemy to deal more damage but with freeze u could get an added advantage of disabling boosted damage. But I suppose u could use jam tesla in scenarios where u dont require killing the opponent.

 

Edited by Thankxtu
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34 minutes ago, Thankxtu said:

Your initial question was why Freeze Jammer was good. of which Frederik answered accurately

Now freeze AP was comparatively better than jammer before its huge nerf. that -45% in critical damage and Regular damage is a big blow on its effectiveness and not to mention -50% freezing rate. Now imagine if the enemy was sporting AP immunity , ur gonna have a very hard time destroying him with those stats but in the case of Jammer , even if the enemy was sporting Jammer immunity your freeze will behave like stock freeze. Also not to mention how people are more focused on having AP or EMP or STUN imm than Jammer adds to that advantage (well some people might not even have jammer imm cuz it was initially in legendary rarity of ultra container but by now ig a significant no of people might have it in their garages)

As in the case of Magnetic Mix , the difference between jammer is much closer with Emp only having a -50% critical damage. But now the status effect depends on critical hits unlike jammer which is guaranteed. Now I have seen freeze emp not applying its status effect on medium hulls a number of times ( I dont have freeze emp but the rate of critical hit feels low in my experience with freeze emp)

As for comparing it with jamming augment for hammer is like comparing stock freeze and stock hammer where range and dps is taken into consideration.

As for jamming tesla its way worse than jam Freeze with its shot warm up increase and ridiculous -75% damage reduction of lightining ball. Ultimately you have to go near the enemy to deal more damage but with freeze u could get an added advantage of disabling boosted damage.

But I suppose u could use jam tesla in scenarios where u dont require killing the opponent.

 

I know Fredrik answered accurately -- I didn't say Jamming Freeze wasn't good; I just thought that it wasn't as good as other augments. However, after seeing that it doesn't have any penalties, I can see why people think it's an excellent augment. I upgraded Freeze from M1 to M7 last sale because I unboxed AP Freeze. After 2 weeks, I've come to the conclusion that I heavily underestimated the penalties. Even when enemies aren't using AP immunity, it takes a full bar to kill them. 

I didn't realize that Freeze EMP relied of criticals... Freeze's low crit chance and the recent status effect nerf brings the hammer down on it IMO.

Yeah, I suppose comparing it to Tesla or Hammer wasn't a fair comparison...

I should've looked at the penalty for Jamming Discharge. -75% is atrocious.

Similarly, I have M7 Jamming Hammer -- it's not upgraded much and when I run into tanks with 50% protection, I just fire a shot at them to disable the drone and move on.

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11 hours ago, Fuchsia said:

 

yeah, but it's outshined by other jamming augments like hammer and tesla, and other freeze augments like emp and ap imo

Actually yeah, Jammer hammer is very powerful, but freeze also isn't that much further behind, since the new freezing effect buff and critical shots, freeze itself is most powerful, adding Jamming status effect too makes it Overpowered, but only for the close range.

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11 hours ago, NikmanGT said:

Actually yeah, Jammer hammer is very powerful, but freeze also isn't that much further behind, since the new freezing effect buff and critical shots, freeze itself is most powerful, adding Jamming status effect too makes it Overpowered, but only for the close range.

overpowered you say... ?

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13 hours ago, Fuchsia said:

overpowered you say... ?

Yeah just tried it today in MM battles, very powerful augment ^^

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I'm sort of confused about the difference between two Magnum Alts Reinforced gun carriage and Automated gunpowder loading mechanism.  They both have the ability to elevate turret vertically, but AGLM  has a Power accumulation rate: +33%.

So why would somebody spend the same amount of crystals buying Reinforced gun carriage if it doesn't have the power accumulation rate AGLM has?

Edited by 0179432

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38 minutes ago, 0179432 said:

I'm sort of confused about the difference between two Magnum Alts Reinforced gun carriage and Automated gunpowder loading mechanism.  They both have the ability to elevate turret vertically, but AGLM  has a Power accumulation rate: +33%.

Essentially, AGLM is a statistically better version of Magnum than RGC with the current Stock parameters of Magnum. 

 

Magnum has a "dirty" reload and a "clean" reload. The clean reload is the one shown in the garage. That is the reload your Magnum will have if you shot at 100% power. Your dirty reload varies depending on how much your unmaxed charged shot is, the dirtiest being a 0% power shot. Your dirty reload will be clean reload + unused amplification. Stock Magnum has a clean reload of 2.4 seconds and an amplification time of 2 seconds. At 100% power, the reload will be 2.4 seconds. At 50% power, the reload will be 2.4 + (50%*2) = 3.4 seconds. At 0% power, the reload will be 2.4 + (100%*2) = 4.4 seconds. 

 

AGLM reduces your amplification time by 25%, down to 1.5 seconds. The wording of the EN Wiki is confusing and may not be accurate or easy to deal with. Because your amplification time is reduced, and dirty reload = clear reload + unused amplification, your dirtiest reload will now be faster than Stock/RGC. RGC will have a maximum dirty reload of 4.4 seconds, and AGLM will have a maximum dirty reload of 3.9 seconds. This current Magnum has a low projectile gravitation that encourages low-power shots for maximum accuracy at close range or at mid-range to bomb ares of the map. Soessentially, AGLM increases your firing rate a bit. 

 

As for your other question, that remains a mystery. I've already put feedback asking them to give something unique to RGC. It is up to them to act on it and show they care for the balancing of augments against each other. 

Edited by TheCongoSpider
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1 hour ago, 0179432 said:

I'm sort of confused about the difference between two Magnum Alts Reinforced gun carriage and Automated gunpowder loading mechanism.  They both have the ability to elevate turret vertically, but AGLM  has a Power accumulation rate: +33%.

So why would somebody spend the same amount of crystals buying Reinforced gun carriage if it doesn't have the power accumulation rate AGLM has?

RGC used to be only 149k. Devs buffed it to 245k after the recent Magnum buff. Additionally, AGLM used to have a +10% reload penalty.

A lot of people are actually annoyed at the price increase since you're right, it is pretty much a worse version of AGLM. AGLM's reload penalty was removed too, so it has no disadvantages.

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On 1/8/2023 at 8:11 AM, 0179432 said:

I'd really like to have Thunder Hyperspeed in my garage.  Anyone know if there's anyway currently to obtain it, or if it'll be available anytime soon?

The latest "challenge accepted" event. 

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