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Ideas for Augments!


Maf
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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.

:o

 

Um... NO.   

 

What disadvantages?

 

It fires rather quickly for a "sniper".  

And no warning unless you are staring directly at it as it fires - not many hulls move fast enough to get out of the way.

 

So no - not a good idea to have tanks one-shotted left and right all battle long.

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railgun is the easiest fastest long range turret in the game, no splash damage, instant hit, 7 alterations for it, and it has a little thin long needle barrel for easier aiming

 

shaft is slow to charge up and you cant move while charging up

 

magnum is too difficult unless you are well practiced at it 

 

if noobs replace their railgun module for a magnum module for the one magnum on the other side (which is me) I switch to railgun and kill them even faster and easier than ever with the stupid rapid fire alt, the hyper shot alt (you can shoot through your teammates and it still works which is garbage) and of course everybody's favorite shell destabilization.

 

and you don't have to agree with me, but I am almost certain railgun gets better RNG damage than magnum

 

of course I will permanently keep a railgun module for this unbalanced turret

 

I would trade two module slots for one 100% protection from railgun, but it wouldn't matter because the hornet overdrive coming soon

 

I cant wait to blow all that hornet railgun garbage away over and over again from behind cover with magnum

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railgun is the easiest fastest long range turret in the game, no splash damage, instant hit, 7 alterations for it, and it has a little thin long needle barrel for easier aiming

 

shaft is slow to charge up and you cant move while charging up

 

magnum is too difficult unless you are well practiced at it

 

if noobs replace their railgun module for a magnum module for the one magnum on the other side (which is me) I switch to railgun and kill them even faster and easier than ever with the stupid rapid fire alt, the hyper shot alt (you can shoot through your teammates and it still works which is garbage) and of course everybody's favorite shell destabilization.

 

and you don't have to agree with me, but I am almost certain railgun gets better RNG damage than magnum

 

of course I will permanently keep a railgun module for this unbalanced turret

 

I would trade two module slots for one 100% protection from railgun, but it wouldn't matter because the hornet overdrive coming soon

 

I cant wait to blow all that hornet railgun garbage away over and over again from behind cover with magnum

Rail has some HUGE disadvantages compared to Thunder or Smoky. It has 1 sec shot delay, it has worse vertical auto-aim, slower turret rotation and it has visible shot trail.

 

I often kill enemy light hull Railguns VERY easily with my M2 Titan Smoky with Incendiary alt. When they peek, I shoot them rapidly, knock their aim and cause them to miss. I repeat this until Rail stops peeking or gets killed.

 

At long range, Rail is a tough opponent for Smoky. At short and medium range, Rail simply gets devastated by full DPS and/or impact force of Smoky.

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Rico torch alteration :rolleyes:

I fought against player with Hunter and this altered Rico yesterday but I always beat him because I had range advantage and killed him before he utilised his full DPS.

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Rail has some HUGE disadvantages compared to Thunder or Smoky. It has 1 sec shot delay, it has worse vertical auto-aim, slower turret rotation and it has visible shot trail.

 

I often kill enemy light hull Railguns VERY easily with my M2 Titan Smoky with Incendiary alt. When they peek, I shoot them rapidly, knock their aim and cause them to miss. I repeat this until Rail stops peeking or gets killed.

 

At long range, Rail is a tough opponent for Smoky. At short and medium range, Rail simply gets devastated by full DPS and/or impact force of Smoky.

Slower rotation does not matter so much at medium to long range.  At short range sure - but most 'sniper" type turrets are at disadvantage there.

 

Rail has large impact as well.  If you are each in a light hull both are going to be batted around. heck rail can turn my stinking Viking half-way around with one shot.

 

Smoky Incendiary.  Funny you should mention that.  It's an OP Alteration that improves the turret.  Alterations are not supposed to improve turrets.

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I fought against player with Hunter and this altered Rico yesterday but I always beat him because I had range advantage and killed him before he utilised his full DPS.

Yes it is very bad in a fighting situation, but good at parkour  :ph34r:

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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.

Whoa... then if I use Hornet-Railgun with Shell Stabilization.... Then you will murder my tank? 

 

I can´t wait for the new OD to come out too. No more of those Eagle module.

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Each shot from Dragon breath may deal only 2 ticks of afterburn damage, but a full clip can deal 6 ticks.

What you're talking about here is how many ticks of afterburn damage will happen after the third shot is fired. By that time, 3-4 ticks of afterburn damage had already been dealt between shooting the 1st. shot and right before the 3rd shot. 

 

So yeah, it's an upgrade, not an alteration. 

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Rail has some HUGE disadvantages compared to Thunder or Smoky. It has 1 sec shot delay, it has worse vertical auto-aim, slower turret rotation and it has visible shot trail.

I often kill enemy light hull Railguns VERY easily with my M2 Titan Smoky with Incendiary alt. When they peek, I shoot them rapidly, knock their aim and cause them to miss. I repeat this until Rail stops peeking or gets killed.

At long range, Rail is a tough opponent for Smoky. At short and medium range, Rail simply gets devastated by full DPS and/or impact force of Smoky.

I was talking about the unbalanced alterations railgun has and not the railgun itself.

 

1000-1400 damage a shot every 4 seconds is fine

 

1500-2800 every 4 seconds with 20% more impact force is not

Edited by master_howitzer
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Smoky Incendiary. Funny you should mention that. It's an OP Alteration that improves the turret. Alterations are not supposed to improve turrets.

I paid 70000 crystals for it...

 

Scout accelerator, High Caliber rounds and Stabilised rounds make Rail stronger for sure.

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I paid 70000 crystals for it...

 

Scout accelerator, High Caliber rounds and Stabilised rounds make Rail stronger for sure.

Does not matter what you paid for it.  The alteration is supposed to make it work different - not better.

 

And yes, there are other alterations that make their turrets better.  This is NOT supposed to be how it works.

 

Some turrets have few alterations or really crappy ones.  Isida still has not any really decent alterations - I don't count the silly healing one that makes your tank useless at killing anyone.

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I paid 70000 crystals for it...

 

Stabilised rounds make Rail stronger for sure.

70k... I tried with my M1 Smoky and once got a crit shot.... death is inevitable unless he/she has a RK ready. If every shot grants crit.... now THAT"S improving turrets.

 

How Round Stabilisation make Railgun stronger? 

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How Round Stabilisation make Railgun stronger?

1. It gives you 100% penetration at every modification. Stock Rail needs to be upgraded to M4 to have 100% penetration.

 

2. Stock Rail is too much about luck because of wide damage output. When you have Shell Stabilisation, you always deal the same damage so you can count how many shots you need to kill the enemy.

 

3. When you deal unusual damage to the enemy, you immediately know the approximate strength of enemy Rail module without pressing Tab or R/V.

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1. It gives you 100% penetration at every modification. Stock Rail needs to be upgraded to M4 to have 100% penetration.

2. Stock Rail is too much about luck because of wide damage output. When you have Shell Stabilisation, you always deal the same damage so you can count how many shots you need to kill the enemy.

3. When you deal unusual damage to the enemy, you immediately know the approximate strength of enemy Rail module without pressing Tab or R/V.

Well I use it with my Hornet (I want Viking-Railgun....). No more annoying weak shot. At least no more pesky strong shots when you are dealing with Railgun. It's not OP as Destabilized Shell. And no luck based.

 

Penetration power... another reason I like it. I might earn a multi-kill in a shot if penetration power remain 100%.

 

Yes I know when my Stabilized shot deals less damage immediately when an enemy tank is using Falcon.

 

This is a reasonable alternation in my opinion.

 

DS, that OP shot deals 70% more damage. Not to mention it has free impact force bonus!

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Flame-Inducing Laser - Alt for Shaft

 

DhSySy.png

 

Name: Flame-Inducing Laser

Price: 60 000 Crystal.png

Rank: Third Lt.

 

Description: Significant changes in the circuitry and modifications to the laser-targeting system were made so that the photons now carry intense amounts of heat. Thermonuclear explosions in a self-sufficient system under the turret dispenses more energy as the beam remains locked-on, but turns off if disturbed. 

 


 

Basically, with this alteration, Shaft in unable to make shots and instead gains a new mechanic. The longer it can hold on its laser beam to an enemy tank, the damage to that tank will multiply exponentially. For example, if a Viking with 2048hp comes under the laser of the Shaft, and the damage increases two times per second, then the Shaft would need to keep its laser on the Viking for 11 sec to destroy it. If the laser is disturbed, the sequence starts from the start. The value could also be changed so that instead of stating from tens of damage, it could also start from the hundreds.

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I like the idea itself. At first, when I've read it...I thought it was about the normal Shaft but this time instead of just shooting, whoever passes the laser gets burned and on top of that Shaft can shoot normally,  that would have been a little too OP.  :lol:

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