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Ideas for Augments!


Maf
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Even the 20k alterations? 

yes, but they won't be crazy OP, they'll just take turns to be slightly OP. so that people will have to spend more crystals if they want crazy OP alterations

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I sent in a suggestion about adding impact force resistance to protection modules but it got moderated, ignored, and thrown away

 

its pretty unbalanced that railgun keeps its 660 impact force per shot "electromagnetic accelerator scout" shooting every 2.3 seconds like a "standard settings" thunder, but thunder only has 330 impact force

 

double hammer, long range ricochet, and stable plasma twins are annoying too 

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Vulcan Alt Idea: Cooling Cylinders

 

rlyrnl.png

 

Small caliber rounds and loaders are added, in their place, a measure to combat the heating effect is emplaced, cylinders of rapid freezing gas. Overheating is all a thing of the past, however, the cooling cylinders will get out of control, rapidly freezing your tank until its an immobile block of ice if you decide to keep shooting over the safety limit.

 

+Overheat effect removed

Damage: -20%

-Overcooling effect added

 

sl35gy.png

 

here's how I imagine this would work:

 

  • The beginning of the freezing would kick-in at the same time as overheat does when you go over the limit
  • It would slowly slow down your tank&turret
  • after 6 seconds of slowly freezing, you would be completely immobile, turret and all.
  • 40% of the total time you spent shooting over the limit will be how long it takes to return to normal speed. for example say you spend 7 seconds of shooting over the limit (therefore you would have experienced 1 second of complete immobility),  it would take 2.8 seconds to warm to normal speed.
Edited by Hate
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Interesting. I was just thinking about this as an alteration earlier today. I'm not sure about the balance of this, because sitting frozen at your base on Parma and shooting across the map non-stop doesn't seem particularly fair to the enemy. I feel like there's not no way of removing the overheating effect without either making Vulcan OP, or ruining it to a point where it's almost useless.

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Interesting. I was just thinking about this as an alteration earlier today. I'm not sure about the balance of this, because sitting frozen at your base on Parma and shooting across the map non-stop doesn't seem particularly fair to the enemy. I feel like there's not no way of removing the overheating effect without either making Vulcan OP, or ruining it to a point where it's almost useless.

your turret is also jammed up too, so yes you can still fire for as long as you want, but fire for too long over the limit, you can no longer move, at all. until you stop and warm up too normal, and if you do the MAF a 20% nerf is pretty hefty. I was thinking the freezing would work like this

  • The beginning of the freezing would kick-in at the same time as overheat does when you go over the limit
  • It would slowly slow down your tank&turret
  • after 6 seconds of slowly freezing, you would be completely immobile, turret and all.
  • 40% of the total time you spent shooting over the limit will be how long it takes to return to normal speed. for example say you spend 7 seconds of shooting over the limit (therefore you would have experienced 1 second of complete immobility),  it would take 2.8 seconds to warm to normal speed.
Edited by Aigaion

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your turret is also jammed up too, so yes you can still fire for as long as you want, but fire for too long over the limit, you can no longer move, at all. until you stop and warm up too normal, and if you do the MAF a 20% nerf is pretty hefty 

OK, I thought you'd still be able to move a bit like you do when completely frozen from a Freeze. If with Vulcan you become fully immobile, then it might be a balanced option.

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OK, I thought you'd still be able to move a bit like you do when completely frozen from a Freeze. If with Vulcan you become fully immobile, then it might be a balanced option.

I was thinking it would take 6 seconds of firing over the limit to slowly freeze until your completely immobile, and 40% of the time you spend firing over the limit would be how long it would take to return to normal speed after you finish shooting, I think that seems pretty fair, I might change it to 5 seconds, what do you think?

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I was thinking it would take 6 seconds of firing over the limit to slowly freeze until your completely immobile, and 40% of the time you spend firing over the limit would be how long it would take to return to normal speed after you finish shooting, I think that seems pretty fair, I might change it to 5 seconds, what do you think?

Yeah, sounds about right.

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okay tanki is getting ridiculous - how can a machine gun completely freeze its tank? cmon man this is so unrealistic

It does that because the tank was fitted with special cylinders of nitrogen, upon overheat, the gas transforms states into liquid nitrogen, getting really cold, canceling out the overheat. But the transformation can't be completely regulated and will continue to rapidly cool the tank for as long as you shoot. Resulting in the hull and turret ring freezing over from the inside out and jamming up within seconds. When you stop shooting the liquid will transform back into gas, and with the help of diesel heat, you will return to normal speed.

Edited by Aigaion

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A 20% damage reduction so you don't overheat?

 

meh... you'd have to be hitting targets for a long time to make up for the 20% loss.

And if they move - good luck tracking them as you freeze.

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Vulcan alt - Small caliber rounds

 

This Vulcan uses 12,7mm rounds instead of 20mm. This reduces both delays and completely removes overheat. However, smaller rounds deal significantly lower damage.

0,5s startup delay
0,5s slowdown delay
No overheat
-25% damage
-25% recoil
-25% impact force

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Isida alt - Hacker nanobots

 

Isida with Hacker nanobots can randomly hack into enemy tank and completely stop it for some time. However, these nanobots deal significantly lower damage and do not heal at all.

Interval between hacks - 2,5-7,5s
Interval of hack - 0,25-0,75s
-25% damage
No healing

When Isida is killed or it loses the aim, the enemy is instantly unhacked. Healing Isida blocks enemy hacker Isida from hacking its ally.

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Sniper Rifle "Pistol Whipper"

 

Some of may already saw this but... Aigaion, I heard your opinion and let the other think about this...

"Reconfigured capacitor allows decreased energy consumption per arcade shot with shorter delay after a shot fired. Because of this, it is more difficult to handle the recoil and sniper mode has been removed."

Pro:

200 energy consumed per arcade.

0.5 fire-rate

250 energy recharge per second

Con:

Sniper shot has been removed

25% more recoil and less impact force.

Energy cannot recharge when holding the firing button.

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Then you're just hacking only the isda's with isda's making no purpose of the isda turret.

You can hack every enemy, including Isida. However, enemy Isida can block the hacks by healing allies who are shot at by hacker Isida.

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this will just make it a weaker version of freeze

I think it is quite good to completely and instantly stop the enemy, including his/her reload. Frozen enemy has full reload speed and frozen enemy still has 10% speed and turning speed.

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This thing could easily kill enemies across the map even with 25% weak damage. That is ridiculous. It could easily beat Rail, Thunder and Smoky. Now imagine this OP Shaft fighting at short range, where it deals full damage. Shaft is NOT a short range weapon...

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