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Ideas for Augments!


Maf
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Yes it is a lot, but you see Maf, the 2 ticks of 300 extra damage only happens with a shot in the face. Since they drastically decreased the accuracy of the turret, I think the best compensation is to still give us at least 1 tick of burning with a kinda ranged shot.

But at least make the opposing tank red, they just stay the same color right now, which is just dissatisfying. 

I see, didn't know the fire damage didn't have 100% chance.

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I disagree, I bought the Dragonbreath alteration first thing when it came out, and in my opinion it's already really OP. The entire idea of the alteration is that Hammer becomes a god at close range, but then its midrange capabilities die; that's what an alteration does.

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I disagree, I bought the Dragonbreath alteration first thing when it came out, and in my opinion it's already really OP. The entire idea of the alteration is that Hammer becomes a god at close range, but then its midrange capabilities die; that's what an alteration does.

Well, I guess this turns everything to a different problem. The alteration's stats stay the same for all modifications of Hammer. You probably using an m1 or m2 hammer against m1 or m2 hulls. With the alteration, which should be 600 afterburn damage a shot straight to the face plus about 800 damage per shot, totals 1400 damage, which is easily enough to 1 shot (with burn) a light hull, which are pretty common at your rank. You are guaranteed to take at most 2 shots against a medium and heavy. Now, take into account how hammer pairs best with double power, you can just take one shot and move on against lights and mediums and probably m1 heavies. 

 

It's the same for my rank, too. 600 bonus damage plus a 1000 damage regular shot. 1600 damage should do the trick. But the bonus burn is meaningless at my rank. When i'm playing M4's I still often use 3 shots and not get the kill on a heavy or an m4 medium at close range. Also, too many protections make Hammer pointless. 

 

At least make the redness show up more prominently.

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Well, I guess this turns everything to a different problem. The alteration's stats stay the same for all modifications of Hammer.

hence the earlier unlock rank.  :rolleyes:

 

you are supposed to pay more for for alterations effective for your rank

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hence the earlier unlock rank.  :rolleyes:

 

you are supposed to pay more for for alterations effective for your rank

But each alteration is supposed to be balanced with the original turret. 

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But each alteration is supposed to be balanced with the original turret. 

then why did you farting tell me doublet is more OP than slugger because of the price?? make up your damn mind

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then why did you farting tell me doublet is more OP than slugger because of the price?? make up your damn mind

because im right and ur wrong. always. 

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They should modify the alteration "Mortar" for magnum, because for now is useless since the mines it shots last only 30 seconds. I bought it without knowing this thing (because it's hidden in the wiki and not mentioned in the garage description) and now I have a ***** useless alteration :angry:

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Alterations for Smoky:

 

Potent Shells:

 

Adds a small splash damage radius, about half that of Thunder's, to Smoky's shells. However, this alteration will remove smoky's critical shots. using this alteration in close quarters may subject you to self damage.

 

EMP Shells:

 

This alteration will replace smoky's critical shots with EMP shells. EMP shells temporarily invert tank controls thus making it hard to control one's tank.

 

Aim Assistant:

 

When equipped, will help you to recognize enemies by outlining them with red, and will also outline allies with green. This alteration will also increase horizontal and vertical auto aim by 40%. However minimum, maximum and critical damage is decreased by 20%.

 

Professional Mode:

 

When equipped, will completely remove autoaim, thus make it hard to target enemies at higher or lower elevations. However, minimum, maximum and critical damage is increased by 20%.

 

"Electra" Shells:

 

Replaces critical shots with Special Electrical shells capable of targeting more than one enemy. "Electra" shells have a slightly rarer chance of showing up but are capable of damaging several enemies as long as they're in close proximity to each other by way of electrocuting them, the electric current spreads from tank to tank as long as the distance between one tank and another is no more than 10 meters. However, equipping this alteration will increase smoky's reloading time by 30%. Impact force is also decreased by 30% and "Electra" shells are 10% weaker than normal critical shots.

 

Revolver:

 

Replaces smoky's reloading system with a cylinder containing six chambers, each one containing a smoky shell. This revolver-like system allows for faster reloading speeds. However, once the six shots in the chamber are depleted, a long reload phase starts in which you have to wait approximately 18 seconds to fill up the whole cylinder (3 seconds a shell). Thankfully though, you don't need to wait for the whole cylinder to fill up to fire a shell. Another added feature of this turret is that it removes the reload bar and replaces it with a cylinder showing how the shots in the chamber, this cylinder also highlights critical shots with green, this allows smoky users to determine exactly when critical shots will be fired. Unfortunately, minimum, maximum and critical damage is nerfed by 20%. impact force is also nerfed by 20% and critical shots appear 40% less than they used to. It is also worth noting that this alteration makes Smoky feel a lot like Hammer. 

Roughly what the new reload bar looks like:

 

revolver-smoky.jpg

 

Edited by Prisk

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Alterations for Smoky:

 

Revolver:

 

Replaces smoky's reloading system with a cylinder containing six chambers, each one containing a smoky shell. This revolver-like system allows for faster reloading speeds. However, once the six shots in the chamber are depleted, a long reload phase starts in which you have to wait approximately 18 seconds to fill up the whole cylinder (3 seconds a shell). Thankfully though, you don't need to wait for the whole cylinder to fill up to fire a shell. Unfortunately, minimum, maximum and critical damage is nerfed by 20%. impact force is also nerfed by 20% and critical shots appear 40% less than they used to. It is also worth noting that this alteration makes Smoky feel a lot like Hammer.

Autocannon is better than this. And it brings CRIT sooner.

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Make an alteration for railgun if there isnt one like this:

 

The 1 second delay before firing is removed, but damage is reduced by 20% and takes 30% longer to reload

Edited by Lose

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Hi, i'm an isida player and i'd love to see these alterations for isida implemented. (since the only one new added is useless and i don't think someone will ever equip it)

 

Alteration name: Temperature stabilization nanobots.

 

Alteration type: supportive, works only when in healing mode.

 

Description: healing nanobots are equipped with a special cooling liquid, a freeze type special fan is mounted on the isida to allow the liquid to be brought at minimal temperature and allow a faster cooling down of allied targets, due to this however, the nanobots aren't stable and your own tank's temperature might drop quickly, freezing the tank.

 

Effects: 

 

(+) 100% Faster cooling down of the target when in healing mode. 

 

(-) when cooling down an allied tank, your own tank gets a freeze effect and takes a small amount of damage.

 

Price: 100000 crystals.

Edited by simofigooo

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Ofc also the counterpart is here.


 


Alteration name: Temperature stabilization nanobots.


 


Alteration type: supportive, works only when in healing mode.


 


Description: healing nanobots are equipped with a special heating liquid, a firebird type special napalm tank is mounted on the isida to allow the liquid to be brought at high temperature and allow a faster heating up of allied targets, due to this however, the nanobots aren't stable and your own tank's temperature might increase quickly, igniting the tank.


 


Effects: 


 


(+) 100% Faster heating up of the target when in healing mode. 


 


(-) when heating up an allied tank, your own tank gets a burn effect and takes damage.


 


Price: 60000 crystals.


Edited by simofigooo

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Hi, i'm an isida player and i'd love to see these alterations for isida implemented. (since the only one new added is useless and i don't think someone will ever equip it)

 

Alteration name: Temperature stabilization nanobots.

 

Alteration type: supportive, works only when in healing mode.

 

Description: healing nanobots are equipped with a special cooling liquid, a freeze type special fan is mounted on the isida to allow the liquid to be brought at minimal temperature and allow a faster cooling down of allied targets, due to this however, the nanobots aren't stable and your own tank's temperature might drop quickly, freezing the tank.

 

Effects: 

 

(+) 100% Faster cooling down of the target when in healing mode. 

 

(-) when cooling down an allied tank, your own tank gets a freeze effect and takes a small amount of damage.

 

Price: 100000 crystals.

Heh, I love being the healer on teams but I would never buy this. Sure it would help your team out with all those firebirds running around and whatnot, but freezing yourself completely just to heal someone is too much of a drawback. This could encourage people to mainly play isida to attack the enemy.

 

And don't forget those no supplies battles. The object of an isida is to survive as long as possible to heal ANY teammate in range. If you heal someone with this and someone is coming up behind you, then you're basically setting yourself up to die. You won't be able to get away and they'll kill you while you barely healed your ally. 

 

 

 

Ofc also the counterpart is here.

 

Alteration name: Temperature stabilization nanobots.

 

Alteration type: supportive, works only when in healing mode.

 

Description: healing nanobots are equipped with a special heating liquid, a firebird type special napalm tank is mounted on the isida to allow the liquid to be brought at high temperature and allow a faster heating up of allied targets, due to this however, the nanobots aren't stable and your own tank's temperature might increase quickly, igniting the tank.

 

Effects: 

 

(+) 100% Faster heating up of the target when in healing mode. 

 

(-) when heating up an allied tank, your own tank gets a burn effect and takes damage.

 

Price: 60000 crystals.

 

The same thing for this one. One thing I noticed is the price difference for these. It makes sense since there are sooooo many firebirds running around rampant and the damage 1 tick of fire damage does is insane hence the higher price of the freezing counterpart. Also because Fire protection is basically everywhere now so there would be no reason for it to be expensive. 

 

If this were to be on the list of player-submitted alterations to be added to the game, some changes have to be made:

 

 

 

 

Incendiary Nanobots 

 

Effects: 

 

(+)   Nanobots thaw frozen allies when healing them.

 

(+)   Ignites enemies when attacking them. 

 

 

(-)    +20% energy consumption when attacking enemies

 

(-)    Self-ignites when healing allies

 

 

Cost: 70,000 crystals

 

 

 

 

Cryotherapy nanobots

 

Effects: 

 

(+)     Nanobots cool ignited allies when healing them.

 

(+)     Freezes enemies when attacking them.

 

(+)     -30% energy consumption when attacking and healing.

 

 

 

(-)     Damage decreased by 25%.

 

(-)     Self-freezes when healing allies.

 

 

Cost: 120,000 crystals

 

 

 

 

Note that the self-ignition will not be like Vulcan or firebird's ignition. Its damage will be relatively small (hopefully 150 per tick instead of 300) AND it can also be decreased using fire protection hence the low cost. 

 

 

The freeze counterpart of it costs more for the reason that isida turns into even more of a supporter for defence and suppression. The damage decrease was to facilitate the freezing ability it gains towards enemies. Therefore it would be advised to use this alteration together with a teammate. 

 

 

I was going to make the turret rotation faster for the incendiary nanobots and the rotation slower for the cryotherapy nanobots but that would have been too many changes to keep track of when playing so I made it as simple as possible. 

 

Feel free to tell me what you think Simofigooo.  :)

 

Any mistakes in this post will be rectified soon.

Edited by TheCongoSpider
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Make mortar alteration mines permanent! This modification is useless for now!

This would make some no supply battles unplayable. For example, the most popular geographically unbalanced map, Noise. If the mines were to stay permanent then the blue team can potentially be stuck in their base until the battle is over assuming the red team has good suppressors and at least 2 magnums with the mortar alteration. 

 

The blue team gets stuck in their base for a good portion of the battle. The red mortar magnums continuously fire at the ONLY entrances the blue team have to properly fight the red team. Result? They die before they could even go up the entrances. This would most likely lead to the demotivation to remain in the battle and they will leave. Why? Because it's all magnum's fault.

 

Honestly, I think either magnum needs to be made unusable in Noise or they need to redesign it. While in some instances the blue team's magnum can make good shots, the red team's magnums can be more devastating since they don't really need to aim. So making this happen will only have a backlash to the players who just want to relax and play a good "fair" battle.

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This would make some no supply battles unplayable. For example, the most popular geographically unbalanced map, Noise. If the mines were to stay permanent then the blue team can potentially be stuck in their base until the battle is over assuming the red team has good suppressors and at least 2 magnums with the mortar alteration. 

 

The blue team gets stuck in their base for a good portion of the battle. The red mortar magnums continuously fire at the ONLY entrances the blue team have to properly fight the red team. Result? They die before they could even go up the entrances. This would most likely lead to the demotivation to remain in the battle and they will leave. Why? Because it's all magnum's fault.

 

Honestly, I think either magnum needs to be made unusable in Noise or they need to redesign it. While in some instances the blue team's magnum can make good shots, the red team's magnums can be more devastating since they don't really need to aim. So making this happen will only have a backlash to the players who just want to relax and play a good "fair" battle.

Agree, maybe they could simply increase the delay between shots when using this alteration. Or at lease increase the duration of the mines by some minutes...

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Alterations for Hammer:

 

Super Pellet:

 

Reduces the amount of pellets fired by one hammer shot to only one. However this one pellet has the combined strength of all the nine pellets. The pellet can also bounce not once, but twice off walls. The range is also increased a little. The pellet also has half the amount of spread. However the impact force of this pellet is equal to only four pellets, Halving Hammer's total impact force by two. The other drawback is that it's easy to miss hitting somebody with this one pellet. Which raises the skill roof for hammer a bit.

 

Sledge Pellets

 

Increases the impact forces of the pellets fired by hammer by 30% each. However, Hammer's range is decreased by 30% and pellet spread is increased by 30%.

 

Bull Barrel

 

This alteration reduces the amount of shots in one clip to only one. This one clip deals damage and impact force equivalent to two clips. However, the reload time is equivalent to reloading one whole clip.

 

Anti-Gravity Pellets

 

Increases Hammers range by 1000% transforming Hammer into some sort of shotgun-shaft. Turret rotation speed is also increased by 30%. However, damage and impact force are both reduced by 50%. Reload time between shots is also increased y 30%. But clip reload overall remains untouched.

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Might I suggest this for Shaft? Perhaps this was that drill looking thing picture we saw for the 5th alteration for Shaft. ( Or was it a laser and not a drill? )

 

 Drill-Shaft.png

 

 

 

Drill-tipped Ammunition:  Regular ammunition is replaced with heavier drill-tipped ammunition for slightly increased damage and the ability for shots to pierce through enemies. Due to the increased weight of the shells, turret rotation speed and reload time are negatively affected.

( I'm pretty sure this description could have been worded better. )

 

 

 

 

(+)     Sniping shot damage increased by 10%

 

(+)     Arcade shot damage increased by 25%

 

(+)     Shots can now penetrate a tank and damage several behind.  

 

 

 

 

 

(-)     Turret rotation speed decreased by 35% ( Sniping mode and arcade mode )

 

(-)     Reload increased by 25%

 


 

 

Cost: 140,000 crystals.

 

 

 

 

What do you guys think?

Edited by TheCongoSpider
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