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Ideas for Augments!


Maf
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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.

I guess we'll have to agree to disagree on this one.

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tweak the striker alteration

 

get rid of the charged shot for uranium alteration, it defeats the purpose turning striker into a short range turret

 

when noobs cant hit me from medium range, they simply point at me with the laser, wait 2.8 seconds and then I am dead

 

if you have a 50% module to striker on with a medium hull, you will barley survive with full health, you will have like 100-200 health left

 

there is another alteration that is supposed to be for a stronger charged shot that obliterates heavy hulls, so get rid of the charged shot on uranium because it too can one shot a heavy

 

you can even just barley one shot a helper 20% module heavy hull with this alteration

 

I have no clue why they decided to increase the reload time because that is not why this alteration is OP and unbalanced. Its supposed to be short range or medium range and destroy you fast like that dumb 1.5 second reload time sledgehammer alteration for thunder, or twins 

 

juggernaut is garbage because of this alteration

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its a heavy destroyer up close like twins with this alt. its a redundant, easier to use alteration to the other striker alteration "missile cyclone"

 

and also you wouldn't know what its like in the high ranks, there is always one striker module uranium striker and that's all they do is charge shot, charge shot, charge shot, unless they are right up in your face taking easy arcade shots at you while taking damage from their own garbage, but that's okay because they have their protection against themselves

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why didn't that Maf dude say anything this time? I sent in another topic about modules and it got moderated, ignored and thrown away. I don't see it in my topics section. At least post my idea and then decline it instead of doing what you did. It makes me think you don't want others to see it because it is a good idea and maybe others will argue against you declining it.

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Most strikers use viking or hornet.After it charges, just before it fires its salvo, shot at the corner of its hull. The impact would be enough turn the hull and cause the missiles to deviate away from you.

During lock on phase:

1. If using using thunder,smoky or ricochet, keep shooting at the corners of the hull and alternate regularly.

2.This will make it very difficult for the striker to lock on to you.

3.Quickly place a mine and get behind cover.

4. I have messed up several strikers' aim with this technique. Its not hard at all.

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Most strikers use viking or hornet.After it charges, just before it fires its salvo, shot at the corner of its hull. The impact would be enough turn the hull and cause the missiles to deviate away from you.

During lock on phase:

1. If using using thunder,smoky or ricochet, keep shooting at the corners of the hull and alternate regularly.

2.This will make it very difficult for the striker to lock on to you.

3.Quickly place a mine and get behind cover.

4. I have messed up several strikers' aim with this technique. Its not hard at all.

 

youre wrong, nobody uses hornet with striker. nobody uses light hulls period anymore in the high ranks because of the high impact force garbage. its mainly hunter uranium striker setups with striker protection and yes Viking too

 

also I don't use any of the turrets you use. all the instant hit high impact force garbage turrets are too easy and boring to play with an everybody has protection from it

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no one thinks railgun shell destabilization is unbalanced?

 

why is the damage range 1-3040 ???

 

it should be 1-2400 because standard setting is 800-1600

 

-800 to minimum damage and +800 to maximum. not +1440 to maximum, its unbalanced

 

they gave it an extra 640 damage on the high end of the RNG window

 

and also an extra 20% impact force? really? why?

 

alterations are supposed to tweak and change the parameters while keeping the turret balanced, not buff it

 

On my alt account I have 35% resistance to railgun and fully upgraded 2647 health Viking and I still get one shot or almost on shot by this garbage alteration which is now replacing high caliber ammo

 

and also why is the RNG rigged? these railguns keep getting high damage every shot. and even if one shot is low 500 damage, the next one will be annoyingly overpowered and be like 2000 damage

 

oh and look this alteration is available at a low rank of warrant officer 5 which means you got all these M1s going around getting M3 railgun non alt damage and regular reload time

Edited by master_howitzer
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Please, no more alts -_- I do not even have the current ones, what are you trying

I know they're not going to get added but its something I like to do for fun and get better at.

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its a close range alteration, get rid of the long range part of it

Idk what you're complaining about. The long range capabilities are nerfed because the missiles are much slower, giving you a lot of time to dodge.if you can dodge them at long range then that's your problem. You just need to know what's going on.

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no one thinks railgun shell destabilization is unbalanced?

 

why is the damage range 1-3040 ???

 

it should be 1-2400 because standard setting is 800-1600

 

-800 to minimum damage and +800 to maximum. not +1440 to maximum, its unbalanced

 

they gave it an extra 640 damage on the high end of the RNG window

 

and also an extra 20% impact force? really? why?

 

alterations are supposed to tweak and change the parameters while keeping the turret balanced, not buff it

 

On my alt account I have 35% resistance to railgun and fully upgraded 2647 health Viking and I still get one shot or almost on shot by this garbage alteration which is now replacing high caliber ammo

 

and also why is the RNG rigged? these railguns keep getting high damage every shot. and even if one shot is low 500 damage, the next one will be annoyingly overpowered and be like 2000 damage

 

oh and look this alteration is available at a low rank of warrant officer 5 which means you got all these M1s going around getting M3 railgun non alt damage and regular reload time

Well, it's something called counter-punishing modules.  I use Cyclone to counter-punish Orka module spammers. 

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youre wrong, nobody uses hornet with striker. nobody uses light hulls period anymore in the high ranks because of the high impact force garbage. its mainly hunter uranium striker setups with striker protection and yes Viking too

 

also I don't use any of the turrets you use. all the instant hit high impact force garbage turrets are too easy and boring to play with an everybody has protection from it

I sympathize with you. There are only a limited number of ways to deal with that alteration. But it's an important source of revenue for the company. You understand right?

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no one thinks railgun shell destabilization is unbalanced?

 

why is the damage range 1-3040 ???

 

it should be 1-2400 because standard setting is 800-1600.

 

-800 to minimum damage and +800 to maximum. not +1440 to maximum, its unbalanced.

 

they gave it an extra 640 damage on the high end of the RNG window.

 

and also an extra 20% impact force? really? why?

 

alterations are supposed to tweak and change the parameters while keeping the turret balanced, not buff it.

On my alt account I have 35% resistance to railgun and fully upgraded 2647 health Viking and I still get one shot or almost on shot by this garbage alteration which is now replacing high caliber ammo.

 

and also why is the RNG rigged? these railguns keep getting high damage every shot. and even if one shot is low 500 damage, the next one will be annoyingly overpowered and be like 2000 damage.

 

oh and look this alteration is available at a low rank of warrant officer 5 which means you got all these M1s going around getting M3 railgun non alt damage and regular reload time.

I was going to touch on this sometime in the near future because it was seriously bugging me in the lower ranks. I've been fighting with myself over whether or not, on paper, if this alteration is balanced or overpowered. 

 

It was only probably 2 or 3 weeks ago when I saw someone say that with the alteration, you have a new average damage which, for M4 Railgun, is enough to one-shot an unprotected M4 Viking. I hadn't even thought of that. No wonder they were killing a tank every time they shot. 

 

When the first alteration balance change came and I saw Round Destabilisation's notes, I knew that that was an immediate buff. They made it available to do less damage by 4 numbers but they made it available to do more damage by 640 which was very surprising at the time. 

 

High-Rank players were complaining that Railgun was underpowered and needed a buff. Just by looking at Railgun's alterations, you can tell that they made it to appease the discomfort and anger the high-rank players felt when faced with protection against their turret. 

 

The alterations I consider unbalanced for Railgun are:

 

  • Round Destabilisation
  • Electromagnetic Accelerator "Scout" (to an extent but not something to worry about too much)
  • "Death Herald" Compulsator
  • Hyperspace Rounds (Especially this one) 

 

All of these seem like upgrades instead of alterations. And what do ya know? They're all the new alterations for Railgun. 

 

Round Destabilisation: I understand the gist of this alteration but the damage range is far too wide, especially since you have a new average damage almost equal to the maximum damage of unaltered M4 Railgun. I feel like the impact force should be dependent on the amount of damage it does. Why have a bullet that travels 1000 m/s and hits you for two damage but have another at the same speed hit you for 3040 damage? Doesn't make too much sense to me. And yes, I feel as if users of this always hit me for more than 1600 in the lower ranks. Sometimes, in the higher ranks, one shot takes off 70-80% of my Titan's health which would be equivalent to almost the maximum damage it could do. 

 

Electromagnetic Accelerator "Scout":  This one mainly thrives when there're no protections against Railgun on the enemy team. My only concern is that the impact force stayed the same. The alteration implies that the shots are smaller than the regular Railgun shots which would explain the decreases maximum damage. Why isn't the impact force decreased? I hate being knocked around by a Railgun shot every 2.8 seconds. 

 

"Death Herald" Compulsator: My whole problem with this is that a 10% reload time is way too little of a downside for something that practically allows you to shoot more than 40 shots in one minute. This whole thing is an upgrade. Just like Hammer's Adaptive Reload. A 10% increase in the reload clip doesn't pacify getting two shots into your clip after a kill.  

 

Hyperspace Rounds: This alteration should have never been brought into the game. It doesn't make sense for something to speed up after hitting a barrier unless there's a dash panel (Mario Kart) hidden within the barrier. I would have been tolerant of it if the alteration only worked when shooting through enemies but no, it works with allies too. Railgun shouldn't have the power to do this. This one was clearly an upgrade just to help high-rank players cope with the many protection modules against them. The impact force decrease isn't even significant because while playing on the Test Server the other day, I was using it and I was making Vikings, Hunters, Hornets and Wasps slide and go way off course of their trajectory from one shot. 

 

I hope they nerf them all because I don't like that a Railgun can one-shot my Titan any moment it likes. I also find it quite interesting that players rather use Round destabilisation (gambling) than using High-Calibre Rounds (fixed odds).

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I was going to touch on this sometime in the near future because it was seriously bugging me in the lower ranks. I've been fighting with myself over whether or not, on paper, if this alteration is balanced or overpowered. 

 

It was only probably 2 or 3 weeks ago when I saw someone say that with the alteration, you have a new average damage which, for M4 Railgun, is enough to one-shot an unprotected M4 Viking. I hadn't even thought of that. No wonder they were killing a tank every time they shot. 

 

When the first alteration balance change came and I saw Round Destabilisation's notes, I knew that that was an immediate buff. They made it available to do less damage by 4 numbers but they made it available to do more damage by 640 which was very surprising at the time. 

 

High-Rank players were complaining that Railgun was underpowered and needed a buff. Just by looking at Railgun's alterations, you can tell that they made it to appease the discomfort and anger the high-rank players felt when faced with protection against their turret. 

 

The alterations I consider unbalanced for Railgun are:

 

  • Round Destabilisation
  • Electromagnetic Accelerator "Scout" (to an extent but not something to worry about too much)
  • "Death Herald" Compulsator
  • Hyperspace Rounds (Especially this one) 

 

All of these seem like upgrades instead of alterations. And what do ya know? They're all the new alterations for Railgun. 

 

Round Destabilisation: I understand the gist of this alteration but the damage range is far too wide, especially since you have a new average damage almost equal to the maximum damage of unaltered M4 Railgun. I feel like the impact force should be dependent on the amount of damage it does. Why have a bullet that travels 1000 m/s and hits you for two damage but have another at the same speed hit you for 3040 damage? Doesn't make too much sense to me. And yes, I feel as if users of this always hit me for more than 1600 in the lower ranks. Sometimes, in the higher ranks, one shot takes off 70-80% of my Titan's health which would be equivalent to almost the maximum damage it could do. 

 

 

 

Electromagnetic Accelerator "Scout":  This one mainly thrives when there're no protections against Railgun on the enemy team. My only concern is that the impact force stayed the same. The alteration implies that the shots are smaller than the regular Railgun shots which would explain the decreases maximum damage. Why isn't the impact force decreased? I hate being knocked around by a Railgun shot every 2.8 seconds. 

 

 

 

"Death Herald" Compulsator: My whole problem with this is that a 10% reload time is way too little of a downside for something that practically allows you to shoot more than 40 shots in one minute. This whole thing is an upgrade. Just like Hammer's Adaptive Reload. A 10% increase in the reload clip doesn't pacify getting two shots into your clip after a kill.  

 

Hyperspace Rounds: This alteration should have never been brought into the game. It doesn't make sense for something to speed up after hitting a barrier unless there's a dash panel (Mario Kart) hidden within the barrier. I would have been tolerant of it if the alteration only worked when shooting through enemies but no, it works with allies too. Railgun shouldn't have the power to do this. This one was clearly an upgrade just to help high-rank players cope with the many protection modules against them. The impact force decrease isn't even significant because while playing on the Test Server the other day, I was using it and I was making Vikings, Hunters, Hornets and Wasps slide and go way off course of their trajectory from one shot.

 

I hope they nerf them all because I don't like that a Railgun can one-shot my Titan any moment it likes. I also find it quite interesting that players rather use Round destabilisation (gambling) than using High-Calibre Rounds (fixed odds).

 

 

This!

 

Smoky autocannon increases rate of fire but lowers damage...  and lowers impact - by a LOT

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A good set of them, but not all.

 

just wait.. sooner or later they'll all get OP at some point so everyone will spend crystals to buy them, their turrets and the modules against those turrets. and then devs will nerf them and make some other alterations OP..

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just wait.. sooner or later they'll all get OP at some point so everyone will spend crystals to buy them, their turrets and the modules against those turrets. and then devs will nerf them and make some other alterations OP..

Even the 20k alterations? 

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