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Ideas for Augments!


Maf
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With the high calibre alteration you are constantly getting high damage, so it's a pretty good advantage, despite the long reload time. With destibilisation it's more of a random chance to get good damage, so in order to make it more worthwhile it also gets the constant increased impact force. I don't think this needs changing.

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With the high calibre alteration you are constantly getting high damage, so it's a pretty good advantage, despite the long reload time. With destibilisation it's more of a random chance to get good damage, so in order to make it more worthwhile it also gets the constant increased impact force. I don't think this needs changing.

Exactly.

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not very useful in most situations

Not true. There were many times where a Railgun with that alteration flipped medium hulls when they were going up a ramp. With Unaltered Railgun, it's somewhat hard to flip them but with that alteration, the difficulty decreases by a lot. Unaltered Railgun's impact force is already strong so a 20% increase is lethal. 

 

That amount of impact force means life or death in many encounters.

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Alteration for Parkours

 

An Alteration for Hammer or some other turrets with tuning Impact force with our desire helps some random noobs to parkour for fun.

 

This alteration only works in Parkour mode and using it shows a symbol above the tank. Helps for Vlog crew to find cheaters using this alteration.

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Dragons Breath Alteration

This alteration is one of my favourites and according to me it needs a buff. Why?? Because-

1. great scatter so in quite a range u actually deal less damage then the original even with the fire effect.

2. the fire effect is very less as it only ignites it.

 

I brought up a new theory but i know that though i dont know about in game detailed features developers can make some changes. But i get some complains regarding this-

1. hammer takes 2 shots to kill light hulls with this alt it also takes 2 shots.

 

I state that if all the pellets connect it will ignite the target but there will be 2 ticks. like first bullet it goes 150 , 100. but if we fire the 3 shots into the same target without taking any extra time game between shot reload the burn will automatically increase. Like 1st shot 150 , 100 . 2nd shot 180 , 130 and the 3rd shot will do 3 ticks 210 , 160 , 100 . It will actually make this alteration more better. but how many pellets will connect will be deciding how much will be the burn dmg. The values i proposed are just random and developers are free to change it. i more thing is that if a target has already been ignited by firebrid then the first shot burn effect will be maxximum that is like the 3rd shot. Hope you like my suggestion !!

Screenshot_92.png Screenshot_91.png

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Not true. There were many times where a Railgun with that alteration flipped medium hulls when they were going up a ramp. With Unaltered Railgun, it's somewhat hard to flip them but with that alteration, the difficulty decreases by a lot. Unaltered Railgun's impact force is already strong so a 20% increase is lethal.

 

That amount of impact force means life or death in many encounters.

I meant the high caliber rounds

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Striker: Minimum range

Much like real missile launchers, the projectile is optimized to not explode if it has not travelled a certain distance. This makes it safe for the projectile to have a larger explosion radius.

 

Damage before 20m range -100%

Splash damage radius +200%

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The shell destabilization alt is stupid unbalanced anyway

 

They turned the regular rng damage window of 800-1600 into 1-3040 and gave it more impact force

 

Yeah so your average damage is now 1520 instead of 1200 and you get a free impact force boost

 

I can't wait to murder all the railgun Hornets that will take off like a cancer in the game when the new overdrives come out.

 

I have a m4 railgun and I tried that alt and I was getting some OP trash damage and there were a lot more shots that were higher than average 1520 than the garbage shots you should be getting.

 

I got a lot of 1000, 1100, 1200, 1300 damage shots on tanks with 50% modules on or close to it. I really dont know what they were thinking when they made this alt.

 

My alt account has a fully upgraded m2 viking with 35% railgun module and I have been one shot killed by this unbalanced garbage 4 times now when I didn't have a double armor on, but I had full health. I never got one shotted before even with that stupid railgun kit buyer that fully upgraded it to m4 with the high caliber ammo alt from the past.

 

And on this account I have ALMOST been one shot killed several times when I had full health but my permanent double armor 50% module saved me

Edited by master_howitzer
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There is already Duplet which fires 2 shots in quick succession. That basically means double damage, double impact force and double recoil. Tanks can not really move very much in 0,25 sec.

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From what Ive seen its worse with range, but if you get up in the enemies face you can do some real damage. I dont use hammer though, so dont take my word for it.

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This was the first alteration I bought for Hammer when I bought Hammer M3. It DOES NOT need a buff. I barely noticed the increased pellet spread. A simple way to counteract the increased pellet spread is to rock your tank (initiate reversing) right before you shoot. That seems to make almost all of the pellets connect with the enemy. 

 

You need two types of protection against a Dragon's Breath Hammer. That alone tells you that it's powerful already.

 

Each pellet from a Dragon's Breath Hammer ignites the target 3.3% of maximum temperature. If all pellets connect, then you've ignited the enemy at 29.7% of maximum temperature. With this, it is just barely below 30% which would give a 3rd tick of afterburn damage. This is why you see that the enemy is still a bit red but yet doesn't give you that third tick; it's literally sitting on the edge of that 3rd tick. 

 

Overall, I think this alteration is a slight upgrade to Hammer instead of an alteration. 

 

It's unlikely to do the last part as afterburn damage is currently locked at 300 damage/sec. 

 

I do not think the alteration needs a buff. It's already cheap; why make it more powerful than it already is?
 

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It's not really their fault for playing with shell destabilisation. After all, it's the only alteration that makes railgun remotely usable. Given a choice between a weaker and stronger version of a turret, it's obvious which one people will choose. Also Railgun needs the ability to one shot hulls to balance out its disadvantages.

Edited by SageoftheSixPaths

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