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I have an idea for an Isida alteration: Hippocratic Oath! In exchange for being unable to attack, the turret can now heal at a slightly faster rate and heals itself slowly while healing a teammate like the old vampire feature.

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How? Double range for double Reload? Yes please. Add Slugger to that and Hammer becomes a short range Thunder with more impact.

Double reload means a 3.92 second reload between shots at the M3 level. In comparison, Railgun M3 has a 4.35 second reload. So it takes you 8 seconds to empty your clip, and 6 seconds to reload the entire clip (which makes plenty of sense). You could die ten times over before you manage to kills anything. Keep in mind that half of your pellets will miss at such range, even with Slugger, (you'd have to aim very well on top of that) so the amount of damage and impact will be below average. With the current Hammer your pellets sometimes go nowhere even at point blank range, imagine how bad it would be at long ranges. Poor damage output, and extremely long reload time, very difficult to hit shots accurately.  

 

I have an idea for an Isida alteration: Hippocratic Oath! In exchange for being unable to attack, the turret can now heal at a slightly faster rate and heals itself slowly while healing a teammate like the old vampire feature.

I don't think being unable to attack is a good feature to have.

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Hi,

 

Just like nothing happens with railgun when we hit the spacebar immediately after shooting vulcan can have an alteration that prevents it's firing automatically until the reload happens thereby preventing the damage due to overheating.

 

 

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Hi how are you ? 

Idea for ( Isida M3 ) Altertions M3

 

Healing +35

Damage +25

Healing targets +2 ( Yes ! Isida can heals two tanks at the same time )

Time to overheat +25

Umm . . . what? This is a flat out ridiculous buff.

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For Railgun; Solid emission

 

In exchange for lower damage, the shot now hangs in the air a little longer and can damage tanks as long as it's there. Like a long ranged afterburn.

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LLR (Limited long range) button... i.e. when creating a map and LLR is selected, no more than 3 Shafts, Magnums, or Rails can join on each side of the battle. This will eliminate a map like Lost Temple or Highway having large two teams and more than half on each side just camping, with neither team executing attacks in a CTF

 

Since it's just a option that can be selected or not selected, theres no room for whining. 

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LLR (Limited long range) button... i.e. when creating a map and LLR is selected, no more than 3 Shafts, Magnums, or Rails can join on each side of the battle. This will eliminate a map like Lost Temple or Highway having large two teams and more than half on each side just camping, with neither team executing attacks in a CTF

 

Since it's just a option that can be selected or not selected, theres no room for whining. 

This is only for alterations you should post this idea in Battle Formats, as there isn't one you should make a new topic with title related to your Idea

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So we all know of alterations; They are expensive as hell, and sometimes really damn good for your playstyle. I wanted to share some of my ideas with you so you might just test them in the mod server. If that happened, I would have utmost gratitude as its own reward.

 

 

Striker:

 

  Big Shells: Bigger explosion and knockback in return of immensely reduced turn speed and shoot speed.

 

  Dogfighter: TRIPLE shoot speed, but no lock-on WHATSOEVER (Not even default gun lock on!)

 

  Apocalypse Catalyst: Extremely raised lock-on time and slightly reduced damage, but shoots enough rockets to take out an M1 mammoth at M0! (Maybe a little OP. Nerf it a little if you want)

 

  Filled Shells: Does status effect damage each shot fired, at the cost of half damage. (15%, maybe?)

 

  Dual Fire Mechanisms: Shoots both rockets at once for double reload times

 

Isida

 

  Advanced Repair Mechanisms: Double repair, half damage. Nuff said.

 

  Soul Enricher: Decreased damage and heal, but more XP gained. (Farmer's Boon!)

 

  Tesla Sparklers: Half damage in return for triple attack speed, but decreased ammo cap and increased reload times.

 

  Duckling: While locked onto an ally, you go the same speed as them with ANY hull. (It has a pro and a con within itself.)

 

Smoky:

 

 Armour Busting Ammunition: Ignores Double Armor when critical happens, lowered critical chance

 

 Stormcloud: Critical briefly stuns enemies, rendering them unable to move or turn. No extra crit damage.

 

 Wind Storm: Increased shoot speed by 1.25x, but lowered damage and critical chance.

 

Magnum: 

 

 Rainstorm: Triple shoot speed, reduced damage and AoE due to lighter shells.

 

 The Arrow of God: TRIPLE DAMAGE and knockback, but no AoE at all. Accuracy is key.

 

 Hail: Increased AoE, but reduced damage and power bar charge speed.

 

 Tsar Bomba: 5x Knockback and greatly increased AoE!! Increased reload times and power bar charge, therefore takes forever.

 

 

I hope you enjoyed reading this! And if any devs are looking for some ideas, I hope you take at least one of these into consideration! And remember, Twins needs a nerf!

 

 

Edited by UltimateBahamut
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Hi,

 

Just like nothing happens with railgun when we hit the spacebar immediately after shooting vulcan can have an alteration that prevents it's firing automatically until the reload happens thereby preventing the damage due to overheating.

That is ridiculously underpowered. Just stop firing :P

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 Dual Fire Mechanisms: Shoots both rockets at once for double reload times

 

 

 

Dual Fire Mechanism isn't the correct name. The alteration is already implemented in the game. It is for twins as well. The devs call it: Lag

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Magnum: Forecast, slower reload times and charging time in exchange for firing a shell that splits into multiple smaller shells with the explosion radius of a Thunder shot. Higher charge/angles mean more dispersion of the AOE. Cannot go below 20 degrees. Perfect for attacking the defenders!

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Double reload means a 3.92 second reload between shots at the M3 level. In comparison, Railgun M3 has a 4.35 second reload. So it takes you 8 seconds to empty your clip, and 6 seconds to reload the entire clip (which makes plenty of sense). You could die ten times over before you manage to kills anything. Keep in mind that half of your pellets will miss at such range, even with Slugger, (you'd have to aim very well on top of that) so the amount of damage and impact will be below average. With the current Hammer your pellets sometimes go nowhere even at point blank range, imagine how bad it would be at long ranges. Poor damage output, and extremely long reload time, very difficult to hit shots accurately.  

 

Went back and I think he meant this:

Reload between shots: +20%

Reload of Clip: +100%.

So no, it wouldn't take forever to kill anything.

 

And also, as someone who plays Autoloaders in WoT, a clip reload that long would make me nice and cozy using Hammer. And again, I said SHORT range Thunder. You'd need to be insane to attack anybody from any range farther than 15 meters (3 Hornets' length for the plebs).

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Went back and I think he meant this:

Reload between shots: +20%

Reload of Clip: +100%.

So no, it wouldn't take forever to kill anything.

 

And also, as someone who plays Autoloaders in WoT, a clip reload that long would make me nice and cozy using Hammer. And again, I said SHORT range Thunder. You'd need to be insane to attack anybody from any range farther than 15 meters (3 Hornets' length for the plebs).

Isn't 15 meters an average range for the current Hammer? Why even bother with the alteration then? If you are that close to an enemy, you can't afford to reload for an extra second. Perhaps +100% range, +50% impact force, +20% shot reload.

Edited by ThirdOnion

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Isn't 15 meters an average range for the current Hammer? Why even bother with the alteration then? If you are that close to an enemy, you can't afford to reload for an extra second. Perhaps +100% range, +50% impact force, +20% shot reload.

I'm pulling M4 stats off the wiki, just a fair warning,

 

Range of Max Dmg: 60 (meters)

Range of Min Dmg: 70 (meters)

So I was actually WAY off. I think I was thinking of short range DpS turrets instead of Hammer. 

Anyways. If the range was doubled to 120-140m, using Slugger, it would basically have the stats of a REALLY fat and unreliable Smoky...

 

What TO needs for Hammer is an alt that turns the 9 pellet spread into a single slug at the cost of reload. Kinda like what you said, actually. 2x range, 50% impact, and a 20% longer reload between shots. It would make Hammer practical. And it would be an M2 alt to avoid redundant use of the Slugger alt at the same time.

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I see my hammer Alteration idea is rather contraversal. I thought of it because Twins and Rico have alts for more range... but actually I thing Slugger fulfils that purpose already. I have a couple of others:

 

Striker M2 Alt:

Turret Rotation speed -30%

Vertical Aiming +30%

 

Magnum M2 Alt:

Charging time +50%

(1.5x charging time is a pro and a con in itself; it means better accuracy but longer to wait for full power)

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It would be cool to see firebird shooting out blue, purple, or ever pink flames for alterations

I like this idea. And i was just thinking about firebird when i saw this topic,

Well i prefer firebird:

Mo:same as current color

M1:same as current color

M2: green flames

M3:blue flames,,

 

hopefully dev may consider this suggestions.

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I like this idea. And i was just thinking about firebird when i saw this topic,

Well i prefer firebird:

Mo:same as current color

M1:same as current color

M2: green flames

M3:blue flames,,

 

hopefully dev may consider this suggestions.

It used to be like this, but it was changed. Maybe these could be added as M0 alterations, which will be that sort of thing.

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