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Ideas for Augments!


Maf
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as good as your other ideas are this doesn't have a chance, same reason the Mortar alt has a time limit before the mine disappears

this has a 30 second limit too, the text is just small

Edited by Aigaion

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tweak the magnum alteration

 

the magnum alteration "mortar" should be a regular 1160-2330 damage shot with no splash damage

 

if it hits you directly, cool, regular damage

 

if it does not hit you directly and it lands close to you, it doesn't do any damage, just watch out for that invisible mine garbage

 

mines are 1200-2400 damage which is almost the same as 1160-2330 damage

 

if you don't agree with me, at least fix your game. I got direct hit by a magnum while I was camping using magnum, and I didn't move an inch at all and it spawn a mine underneath me. this has happened 3 times since the alts appeared in the game 

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I somewhat agree, but at the same time I feel like that would make the alteration worthless. I get that its primary intention is to turn Magnum into a mine-layer, but mines and direct hits are not enough for an artillery turret.

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The alteration itself is completely broken when used in maps like silence and noise. I used to actually enjoy battles in those maps, but not anymore, because everybody wants the easy way out by just sitting in one spot in the higher elevation base spamming mines unto the unfortunate enemy base.

 

Either reduce the regular damage by 35-50% or make the mines disappear after 15 seconds, otherwise people are going to keep abusing this alteration's abilities, and the only thing we will be able to do is take screenshots of their K/D.

Edited by Michael828

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I somewhat agree, but at the same time I feel like that would make the alteration worthless. I get that its primary intention is to turn Magnum into a mine-layer, but mines and direct hits are not enough for an artillery turret.

So you want it to do splash damage + mines for a miss?

 

That's two types of damage - one of which 90% of the players are not protected against.  A few "misses" near enemies flag will result in a lot of damage and/or kills...

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Vulcan Alt Idea: Enhanced Loaders

 

Ammunition loaders can cram more bullets down the barrel faster, but this increases the likelihood of the whole gun jamming up. A safety system prevents this by reducing its firing time before it overheats. 

 

Damage: +20%

Time to overheat: -50%

 

2n1axeg.jpg

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So you want it to do splash damage + mines for a miss?

 

That's two types of damage - one of which 90% of the players are not protected against.  A few "misses" near enemies flag will result in a lot of damage and/or kills...

I think to balance it out the mine should deal less damage than normal.

 

Also, make that 99% for the spider module. I've never seen it in battles and since 2016 only used it twice in a normal battle for particularly mine-ridden CTF bases.

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I think its just fine.

I sense somebody doesn't want their OP magnum nerfed :P

 

 

Just get protection.

Actually, that's a good point for nerfing this alteration. You are required to have mine AND magnum protection to be well-equipped against this type of weapon.

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Just get protection.

When you only have 3 protection slots why would you use Spider, which is very very situational?

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Just like you should just equip Fire module to resist those pesky firebirds? ;)

 

And as mentioned - requires two protection slots.

 

What I don't understand is alterations that ignite or freeze targets, the way protection works with them.

 

If Firebird protection helps from fire caused by Vulcan, Smoky and Hammer...then why doesn't Thunder protection protect from other splash damage such as Magnum splash?

 

I think that protections need fixing. If you have Smoky protection equipped, it should protect you from the fire caused by the Smoky as well, not just the initial damage. This is why Vulcan alteration is so strong, because effectively you need two different protections to fight it properly.

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What I don't understand is alterations that ignite or freeze targets, the way protection works with them.

 

If Firebird protection helps from fire caused by Vulcan, Smoky and Hammer...then why doesn't Thunder protection protect from other splash damage such as Magnum splash?

 

I think that protections need fixing. If you have Smoky protection equipped, it should protect you from the fire caused by the Smoky as well, not just the initial damage. This is why Vulcan alteration is so strong, because effectively you need two different protections to fight it properly.

I think smoky is even stronger than Vulcan that way because smoky does not need to over heat to deal the incendiary damage.

 

Sure the instant damage is not as good as critical, but over next few seconds it actually does more damage than critical.

And no self-damage.

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I think to balance it out the mine should deal less damage than normal.

 

Also, make that 99% for the spider module. I've never seen it in battles and since 2016 only used it twice in a normal battle for particularly mine-ridden CTF bases.

 

When you only have 3 protection slots why would you use Spider, which is very very situational?

 

I've been seeing more players using the Spider module in MM battles recently. 

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The mortar alteration is OP and they should remove splash damage as suggested above. Then this alteration will be effective for only skilled users and not noob kids.

The minimum damage should have been decreased by 25% as well. I wouldn't say it's OP but it's definitely a change in playing style. I like the higher damage and getting direct hits. The average splash damage implementation really messed up Magnum if it just barely missed its shot. Mortar gives an incentive to use the average splash damage instead of direct hits.

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I sense somebody doesn't want their OP magnum nerfed :P

 

 

 

Actually, that's a good point for nerfing this alteration. You are required to have mine AND magnum protection to be well-equipped against this type of weapon.

  

You're not forced to have 2 different protections against the same gun.

 

When you only have 3 protection slots why would you use Spider, which is very very situational?

  

 

If it was a few years back, I would agree with you. But now with all the different ways to plant mines (drones, over drives, alterations, and the traditional way) it's just more of a good reason to have mine protection.

 

 

 

Just like you should just equip Fire module to resist those pesky firebirds? ;)

 

And as mentioned - requires two protection slots.

  

At least magnum and mine protection gives you a decent amount of protection against them. Firebird protection might as well give you none against fire.

 

What I don't understand is alterations that ignite or freeze targets, the way protection works with them.

 

If Firebird protection helps from fire caused by Vulcan, Smoky and Hammer...then why doesn't Thunder protection protect from other splash damage such as Magnum splash? that's like saying why doesn't ricochet protection protect from hammer or why railgun protection doesn't protect from firebird or freeze.

 

I think that protections need fixing. If you have Smoky protection equipped, it should protect you from the fire caused by the Smoky as well, not just the initial damage. This is why Vulcan alteration is so strong, because effectively you need two different protections to fight it properly.

 

 

That just makes the game more complicated.

 

 

 

The mortar alteration is OP and they should remove splash damage as suggested above. Then this alteration will be effective for only skilled users and not noob kids.

Because the mortar alteration would be useless as nobody will fall for the mine trick and direct shots with magnum are really hard to pull off.

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I think that protections need fixing. If you have Smoky protection equipped, it should protect you from the fire caused by the Smoky as well, not just the initial damage. This is why Vulcan alteration is so strong, because effectively you need two different protections to fight it properly.

Nope. Don't fix.

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You're not forced to have 2 different protections against the same gun.

 

At least magnum and mine protection gives you a decent amount of protection against them. Firebird protection might as well give you none against fire.

 

And... you are not forced to have any protections.  

Our point is a player brings in one turret and enemies need two modules.

And then u have 1 empty slot.  So now you have NO protections against more turrets.

 

 

So what is your point?

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And... you are not forced to have any protections.  

Our point is a player brings in one turret and enemies need two modules.

And then u have 1 empty slot.  So now you have NO protections against more turrets.

 

 

So what is your point?

Then protect yourself against the most common of the two. For example if you encounter a Vulcan with incendiary band alt, just get the fire module as more than 50% of the players will either use firebird or fire alterations.

 

Vulcan module is pointless because Vulcan has the highest firing rate in the game, and turrets with high firing rate often render modules useless, and Vulcan is way less common in battles than fire / fire alts.

 

Mines are a million to one compared to magnum. I mean if you want magnum protection then that's cool. But these days there are so many ways to lay many mines very quickly, that it's probably just better to get protection against it.

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