Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Another OP Shaft alt:

 

Sniper Rifle "Executioner"

 

"Inspired by the games' mechanism 'headshot  2x damage bonus' , the reconfigured scope allow ultra-precision aiming and deals great damage bonus when the shot penetrate through the turret's body. Due to this, it is only available in sniper mode." 

 

Pro:

 

100% damage when aiming at the turret's body.

 

Con:

 

Only available in sniper mode.

 

Cannot deal bonus damage when aiming at the turret's barrel. 

Edited by FrozenRailgun

Share this post


Link to post
Share on other sites

Sledgehammer gives you -30% reload but you have only 10% range (<15m). Almost all the time, you will shoot beyond this range and 50% weak damage will be applied. It can be effective but very weird to use.

I'm not sure if you're one of the many players who doesn't fully understand the downside of Sledgehammer Rounds but the overall range is not decreased by 90%. Only the Maximum Damage Range is decreased by 90%. You will still have 100% Minimum damage range. I see you used 15 meters. That is not the Maximum Damage Range you were looking at. You were looking at the Minimum Damage Range which is what a lot of people do. The range you'd have to be in order to hit a target for the maximum damage attainable is 10m or less. 

 

Since you have 100% Minimum Damage Range, you can still hit within your Thunder's damage range after 10m. The weak damage would only apply if the target is further than 150m which is a pretty far distance when you realise that most Thunders shoot you within this range...well, in my experience with them at least. 

 

So yeah, a 30% decrease in reload basically puts it almost on par with Smoky's reload which I think is insane. Sledgehammer has more DPM than unaltered Thunder which is why it is always good to have this alteration equipped if you have it. Since a Thunder is usually away from melee range, they wouldn't be able to do the maximum damage but they can still do the minimum damage. The reload time decrease MASSIVELY outweighs the damage decrease. People aren't seeing that. 

 

I knew this would cause confusion so I asked one of the Wiki's Moderators to change the Effect description of Sledgehammer Rounds from "Range -90%" to "Maximum Damage Range -90%" so it would avoid confusion, which they did. It still seems like it causes confusion so I guess that was for nothing :/.

 

Also, I consider Thunders in the high ranks (Marshal to Legend) who use Subcalibre Rounds to be throwing the match. I would usually give them the benefit of the doubt and say that maybe they're testing it out in MM but 5 out of 6 of them that I saw doing it wasn't turning their turret so that was that :/. The last one I actually admired because he was turning his turret and was actively going for the flag meaning he can escape without inflicting too much damage to himself. The other 3 were trying to play TDM. I see that as the way to play with Subcalibre Rounds, going for the flag.

Edited by TheCongoSpider

Share this post


Link to post
Share on other sites

I'm not sure if you're one of the many players who doesn't fully understand the downside of Sledgehammer Rounds but the overall range is not decreased by 90%. Only the Maximum Damage Range is decreased by 90%. You will still have 100% Minimum damage range. I see you used 15 meters. That is not the Maximum Damage Range you were looking at. You were looking at the Minimum Damage Range which is what a lot of people do. The range you'd have to be in order to hit a target for the maximum damage attainable is 10m or less. 

 

Since you have 100% Minimum Damage Range, you can still hit within your Thunder's damage range after 10m. The weak damage would only apply if the target is further than 150m which is a pretty far distance when you realise that most Thunders shoot you within this range...well, in my experience with them at least. 

 

So yeah, a 30% decrease in reload basically puts it almost on par with Smoky's reload which I think is insane. Sledgehammer has more DPM than unaltered Thunder which is why it is always good to have this alteration equipped if you have it. Since a Thunder is usually away from melee range, they wouldn't be able to do the maximum damage but they can still do the minimum damage. The reload time decrease MASSIVELY outweighs the damage decrease. People aren't seeing that. 

 

I knew this would cause confusion so I asked one of the Wiki's Moderators to change the Effect description of Sledgehammer Rounds from "Range -90%" to "Maximum Damage Range -90%" so it would avoid confusion, which they did. It still seems like it causes confusion so I guess that was for nothing :/.

 

Also, I consider Thunders in the high ranks (Marshal to Legend) who use Subcalibre Rounds to be throwing the match. I would usually give them the benefit of the doubt and say that maybe they're testing it out in MM but 5 out of 6 of them that I saw doing it wasn't turning their turret so that was that :/. The last one I actually admired because he was turning his turret and was actively going for the flag meaning he can escape without inflicting too much damage to himself. The other 3 were trying to play TDM. I see that as the way to play with Subcalibre Rounds, going for the flag.

All of the Thunder's alternations are good for parkour.

Share this post


Link to post
Share on other sites

When long range turrets annoy you across the map, you simply can not kill them with Twins. You have not enough range.

No, but you CAN sneak around them and come in from the side while they're firing to the front, and shove them off the map. 

Ask Riddler. :lol:

Share this post


Link to post
Share on other sites

Only good Thunder alt is Subcaliber rounds. No splash, no self-damage. Good for players who do not utilise splash and get often self-damaged.

Small rounds charging machine gives you -20% reload and -20% damage. That means the same DPS but lower damage per shot. Bad for peek-a-boo, bad when you start 1v1 fight with reloaded turret. You hit more often so you are maybe annoying with impact force but you also need to make aiming corrections more often due to recoil. Overall, this alteration makes Thunder worse.

Sledgehammer gives you -30% reload but you have only 10% range (<15m). Almost all the time, you will shoot beyond this range and 50% weak damage will be applied. It can be effective but very weird to use.

Gonna have to agree with you here. Sub caliber rounds is literally the only decent alteration that thunder has. And it actually changes the playing style of the turret. I prefer the play with splash enabled though.

 

The small caliber charging machine and the sledgehammer rounds aren't even worth it. The small advantages aren't worth taking away two important aspects of the turret, the range and the damage.

Share this post


Link to post
Share on other sites

It already has highest DPS in game - increasing that even more would make it really OP in DM - where nerfed healing has no impact at all.

 

I'd go opposite way:

Lower DPS, but increase energy pool so that by time energy is depleted it does more TOTAL damage than stock. Just takes longer.

This would allow it to take on heavy hulls that have protection, but not as efficient at killing light hulls.

 

Currently Isida has no decent alterations while many turrets have multiple alterations that are worth buying. Makes no sense.

 

It makes complete sense. Isida has enough energy for 10 seconds of healing but ONLY for 5 seconds of attack. Simply said, Isida is broken.

Now I want an alteration which gives me 10 seconds of attack but decreases damage by 25%. It means that Fire and Freeze would out-DPS me but I would perform better in longer fights.

Simple maths:

5*100=500

10*75=750

I could do more damage before my stupid energy runs out.

I'm thinking that the reason for your suggestions is so that when an isida has finished with one enemy and and then when another one has appeared right away, then the isida will still have a chance at killing them too. Is that right? Edited by DieselPlatinum

Share this post


Link to post
Share on other sites

I've been really attached to this idea for a while: damage is reduced by 20% and energy consumption (when attacking) is increased by 10%, but if your HP is below 40%, destroying a tank will return to you 10% of your total maximum HP (that way you can't be healed to more than 50% of your total HP).

  • Like 1

Share this post


Link to post
Share on other sites

People here think they came up with a genius idea but I don't know whether they have coconut or brain in their head. You people dont understand that you won't survive long enough to deal prolonged damage. There are no "longer fights". Opponents will easily kill you before you kill them because the pathetic damage rate will hardly tickle them. Simply put,they will win the "damage race" without breaking a sweat.

I have enough hours on Isida to know how it works.

Insulting other posters does not make your idea better in any way.

 

I'm thinking that the reason for your suggestions is so that when an isida has finished with one enemy and and then when another one has appeared right away, then the isida will still have a chance at killing them too. Is that right?

Nah - this would just enable fighting heavy hulls with protection.  Currently isidas run out of juice before they can kill.

Trade off is that it's not as easy to kill lighter hulls.

Share this post


Link to post
Share on other sites

Gonna have to agree with you here. Sub caliber rounds is literally the only decent alteration that thunder has. And it actually changes the playing style of the turret. I prefer the play with splash enabled though.

 

The small caliber charging machine and the sledgehammer rounds aren't even worth it. The small advantages aren't worth taking away two important aspects of the turret, the range and the damage.

On large maps I'd think the faster re-load for Sledge would increase the DPS. If you are already using that 50% weak damage, firing more often more than makes up for the few times enemies are within the mid-range.  Depends on how you use it.

Share this post


Link to post
Share on other sites

On large maps I'd think the faster re-load for Sledge would increase the DPS. If you are already using that 50% weak damage, firing more often more than makes up for the few times enemies are within the mid-range.  Depends on how you use it.

I just don't see why anyone wouldn't want to deal max damage all the time, unless if the battle is so bad.

Share this post


Link to post
Share on other sites

Good idea. There should be an alterations that makes the turret rotate vertically and shoot Striker type missiles loaded with healing nanobots.

Share this post


Link to post
Share on other sites

It would be nice to have an alteration to self heal (since that's one of the reasons why people used to buy Isida), but the statistics would need to be carefully thought about. I know at the moment Isida in DM has no problem but in eSports Isida is not really as effective as it once was. I'm talking specifically about medium format as Isida's role is to heal the player that takes drops and support them in attack and also heal the defenders. Before Isida was changed, you could stop healing your team mate for a bit and damage the players you were fighting. This gave the Isida (on a weak hull) a chance to make it into the base - obviously though, the damage would need to be nerfed. Then when it comes to DM you might not necessarily use this alteration (depending on how much the damage is nerfed by) and would most likely stick to the standard settings. 

Share this post


Link to post
Share on other sites

Looks great for parkour, not sure it would make much of a difference in battles. An increase in splash would make more sense.

Share this post


Link to post
Share on other sites

Does this increase Splash effect like Magnum?

Looks great for parkour, not sure it would make much of a difference in battles. An increase in splash would make more sense.

I'll think about increasing it, but its just meant to be a cheap boost in range without sacrificing damage or reload.

and Its named after the real-life ammo that the magnum was probably named after.

EDIT: Agreed, the average splash is now 5.5m instead of 5m

Edited by Aigaion
  • Like 3

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...