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Ideas for Augments!


Maf
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Yay! Alteration set time! Sorry if they seem rushed.

 

Smoky: Composite Ammo (Decreases reload and increases range at the cost of damage {Critical is unaffected}. Good for those who need quick, long range damage.)

Reload: -30%

Range: +75%

Damage: -20%

 

Thunder: High Density Warheads (Significantly increases damage and impact force, and increases reload. Good for short range encounters on small maps such as Polygon. {Pair it with the alteration "Armor Piercing Ammo' for maximum effectiveness})

Damage: +50%

Impact Force: +75%

Reload: +50%

 

Twins: Rapid Charge Plasma Cores (Significantly decreases reload between shots at the price of decreased range, damage, and impact force. Good for medium to short range encounters. {Beware splash damage})

Reload: -75%

Range: -30%

Damage: -50%

Impact Force: -50%

 

Ricochet: Extreme Bounce (Decreases reload between shots and also increases projectile speed and range while also increasing number of bounces per shot at the cost of damage and impact force. Good only for those with skill with Ricochet)

Reload: -75%

Projectile Speed: +100%

Range: +25%

Damage: -30%

Impact Force: -30%

Number of bounces per shot doubled.

 

Railgun: Ballistic Capped Ammo (Significantly increases damage, impact force, and reload. Good as an alternative to the "High Caliber Ammo" alteration.)

Damage: +50%

Impact Force: +50%

Reload: +50%

 

Vulcan: Incendiary Tracers (Gives Vulcan ammunition a minor increase in damage while at the same time causing targets to rapidly heat due to explosive nature of ammunition. Good for those who want a long range, low damage Firebird)

Adds heating effect to Vulcan ammo. See stats below for effects.

Heating Rate: +0.5

Burn Damage (Max Temp): 20% base damage over 10 seconds.

 

Hammer: Triple Slugs (Each Hammer shot will fire 3 slugs with a decreased spread. Increases damage and impact force but decreases range and increases reload. Good for Hammer users who want something different)

Pellet spread is converted to slug ammo.

Vertical Spread: -30%

Horizontal Spread: -30%

Damage: +20%

Impact Force: +50%

Range: -40%

Reload: +25%

 

Isida: Low Frequency Broadband (Significantly increases ally healing rate at the cost of an increased energy consumption rate. Good for those who are true medics who only live to Heal and Protect)

Ally Healing Rate: +200%

Energy Consumption: +50%

 

Firebird: Gelled Fuel (Minorly increases all stats at the cost of a slightly increased fuel consumption rate and slightly longer reload. Good for those who want a more versatile Firebird)

Damage: +15%

Range: +15%

Cone Angle: +10%

Heating Rate: +15%

Fuel Consumption: +20%

Reload: +20%

 

Freeze: Minimized Pump System (Decreases energy consumption rate at the cost of a significantly decreased reload and a minor damage decrease.)

Energy Consumption: -50%

Reload: +100%

Damage: -30%

 

Striker: Heat Seeking Rockets (Increases angular velocity of rockets to increase the ability of the rockets to track down a target and destroy it.)

Angular Velocity: +100%

 

I hope you guys like this set. These would mainly be M2 alterations.

Edited by GunslingerMongoose
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I'm short on time so I just point out what does not work, so you might fix it before others read it:

 

twins reload -100% does not work, except you want to kill all targets within zero seconds ;)

you maybe ment -50%?

 

The Isida alteration will be a default equip, because 10% self heal are a joke compared to enable you to heal 3x the damage away from others.

This is overpowered too, as this Isisda can keep 3 tanks alive instead of just one; and so the 4 tanks (3 healed defenders + 1 Isida) are worth 7 tanks (3 defenders x 2 + 1 Isida).

 

good luck ;)

Edited by BlackWasp777

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Yay! Alteration set time! Sorry if they seem rushed.

 

Smoky: Composite Ammo (Decreases reload and increases range at the cost of damage {Critical is unaffected}. Good for those who need quick, long range damage.)

Reload: -30%

Range: +75%

Damage: -20%

 

 

 

Twins: Rapid Charge Plasma Cores (Significantly decreases reload between shots at the price of decreased range, damage, and impact force. Good for medium to short range encounters. {Beware splash damage})

Reload: -100%

Range: -30%

Damage: -50%

Impact Force: -50%

 

Ricochet: Extreme Bounce (Decreases reload between shots and also increases projectile speed and range while also increasing number of bounces per shot at the cost of damage and impact force. Good only for those with skill with Ricochet)

Reload: -75%

Projectile Speed: +100%

Range: +25%

Damage: -30%

Impact Force: -30%

Number of bounces per shot doubled.

 

Railgun: Ballistic Capped Ammo (Significantly increases damage, impact force, and reload. Good as an alternative to the "High Caliber Ammo" alteration.)

Damage: +50%

Impact Force: +50%

Reload: +50%

 

 

 

Striker: Heat Seeking Rockets (Increases angular velocity of rockets to increase the ability of the rockets to track down a target and destroy it.)

Angular Velocity: +100%

 

I hope you guys like this set. These would mainly be M2 alterations.

#1

You just increased its dps and almost doubled its range.

 

#2

-100% reload????

 

#3 

Being able to fire your entire clip in a few seconds would completely break it.

 

#4

Useless, everyone would still use the other one.

 

#5 

You just buffed the turret, theres no downside.

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I'm short on time so I just point out what does not work, so you might fix it before others read it:

 

twins reload -100% does not work, except you want to kill all targets within zero seconds ;)

you maybe ment -50%?

 

The Isida alteration will be a default equip, because 10% self heal are a joke compared to enable you to heal 3x the damage away from others.

This is overpowered too, as this Isisda can keep 3 tanks alive instead of just one; and so the 4 tanks (3 healed defenders + 1 Isida) are worth 7 tanks (3 defenders x 2 + 1 Isida).

 

good luck ;)

Crap you're right about the Twins one. Sorry about that. I fix it. Also, for the Isida one, because of the fact that Isida does more attacking damage than Healing, I figured it would be a good idea. I also forgot about the update completely removing Isida's self heal, so I'll fix that too. Thanks!

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#1

You just increased its dps and almost doubled its range.

 

#2

-100% reload????

 

#3 

Being able to fire your entire clip in a few seconds would completely break it.

 

#4

Useless, everyone would still use the other one.

 

#5 

You just buffed the turret, theres no downside.

Hey, I can dream ;)

As for the Striker one, I wouldn't really call it a major game changer. All it's really designed to do is to make it slightly more useful on large, crowded town maps like Dusseldorf and the like.

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We seriously do not need alterations which change the colour of some shells or the light energy of the rail gun, its current state lets us identify the modification

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developer's going to nerf/remove the firebird alteration?

aint its toooo OP?

when dev are balancing the game then they should nerf the alt of firebird

How is it OP?

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As an Isida user the current alterations are very bad and just make the turret worse


I suggest a better alteration which is convenient for DMs or maybe if you want good D/L.


 


(I can't come up with a good name but you guys can tell me by quoting this post.)


 


Vampire


 


50 000 Crystal.png


 


Replace standard healing with self-heal.


Removes healing. Convenient for DM battle mode.


 


Healing removed Minus.png


Self-Heal added Plus.png


Edited by Truthteller
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Vampire

 

50 000 Crystal.png

 

Replace standard healing with self-heal.

Removes healing. Convenient for DM battle mode.

 

Healing totally removed Minus.png

50 % Self-Heal added Plus.png

 

:ph34r:

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But it is half the firing time.

Does not need a full tank to kill. Burn for half the energy, then run away to re-charge (fairly quickly) while the afterburn finishes off the enemy.

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Does not need a full tank to kill. Burn for half the energy, then run away to re-charge (fairly quickly) while the afterburn finishes off the enemy.

But the ones in the RU servers keep hitting 1.  <_<

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