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Ideas for Augments!


Maf
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Regardless of the name, the actual mechanics are just boring.

I really don't care how boring it is, TBH. If it's balanced then it should be added.

 

Besides, remember last time alterations with "interesting" mechanics were released? *cough* auto cannon, duplet, incendiary band, uranium, round destabilization. They turned out to be OP.

 

I don't want that to happen with my alteration ideas.

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I don't like this idea. Striker is okay just the way it is, it doesn't need to be tweaked with in my opinion. If it's going to be tweaked, make it very slight.

 

2.5/10

This is just an alteration idea for striker. It doesn't mention any tweaks even once. Next time read the Damn topic before replying.

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Firebird alteration: ground scorcher

 

Rank Available: from first lieutenant/captain onward

Cost: 80,000 crystals (so 40K with 50% sale, good price) 

 

Description:

firebird fires in front of itself, heating the ground

heated ground can damage enemies

(can also target other surfaces like ramps/walls)*

 

*to stop those wall hugging railguns from walling up with there turrets sticking out

 

Specs:

-   - 40% damage

+ surfaces can be heated (1.75/ 2 times the burn time)

+ +50% more fuel

Damage: (from scorched ground)

a little less than MIDDLE burn damage (burn damage on standard firebird decreases, middle of that time)

 

*freeze can cool ground down

 

Pros:

makes firebird more passive (does not have to run after tanks, can set up "traps", especially in team modes like CTF)

duel purpose for firebird (more than one way for attacking, like thunder/ricochet)

Makes firebird more defensive (?)

not OP like mines, just a little side support thing

makes players have to think about firebird differently

hinders enemies (for example: thunder vs firebird on polygon, both around the repair box drop house, firebird blocks off one way for the thunder to reach it)

 

Cons:

reduced damage from firebird

still a short range for firebird (have to have cover to be effective)

damage from scorched ground not that powerful

only (really) useful in team modes

 

Specific Situations Where this Could be Useful:

-Firebird + Hunter has the flag, turns turret around and burns ground, delaying defenders

-Firebird + Titan(?) is defending the flag, sets up traps periodically

-Firebird + Hunter M3 Buyer, Drugger spawns kills everybody and sets up traps to make his job easier

If this beautiful alt comes to be we must name it "The Floor Is Lava" :)

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Too much pros and very few cons, isn't it powerful?

This Striker is not buffed in ANY way. It just got a DPS nerf and damage per shot nerf. I think it is useless.

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This Striker is not buffed in ANY way. It just got a DPS nerf and damage per shot nerf. I think it is useless.

Ok, sure, it might look weak on paper. But you might also be proven wrong when you face someone with it (that is if it'll ever be released).

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A good thing with this alteration is that you'd be able to disrupt the enemies' repair kits earlier than any of the other Strikers. 

 

Looking at it practically, the con outweighs the pros. 

 

An M4 Striker's damage range becomes 533-679 with this alteration. The acquisition time decrease and the projectile speed increase is, like @wolverine848 said, negligible. You can basically scratch those off and see it as a 'less damage for less reload' alteration. The reload time would need to be decreased even further to balance this. You can't kill medium hulls with a salvo anymore which is what Striker was supposed to do: kill medium hulls with one salvo. 

 

More pros don't always equal a better alteration. Look at Shooting Speed Regulator for Vulcan as an example. 

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A good thing with this alteration is that you'd be able to disrupt the enemies' repair kits earlier than any of the other Strikers. 

 

Looking at it practically, the con outweighs the pros. 

 

An M4 Striker's damage range becomes 533-679 with this alteration. The acquisition time decrease and the projectile speed increase is, like @wolverine848 said, negligible. You can basically scratch those off and see it as a 'less damage for less reload' alteration. The reload time would need to be decreased even further to balance this. You can't kill medium hulls with a salvo anymore which is what Striker was supposed to do: kill medium hulls with one salvo. 

 

More pros don't always equal a better alteration. Look at Shooting Speed Regulator for Vulcan as an example.

 

Ok sure, it's a bit weak. But remember when striker was first released? It was weak as well. But it started getting small buffs here and there.

 

That's what I want this alteration to be, getting small buffs here and there.

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A good thing with this alteration is that you'd be able to disrupt the enemies' repair kits earlier than any of the other Strikers. 

 

Looking at it practically, the con outweighs the pros. 

 

An M4 Striker's damage range becomes 533-679 with this alteration. The acquisition time decrease and the projectile speed increase is, like @wolverine848 said, negligible. You can basically scratch those off and see it as a 'less damage for less reload' alteration. The reload time would need to be decreased even further to balance this. You can't kill medium hulls with a salvo anymore which is what Striker was supposed to do: kill medium hulls with one salvo. 

 

 

 

More pros don't always equal a better alteration. Look at Shooting Speed Regulator for Vulcan as an example. 

I just threw up in my mouth a little.      Still can't believe I paid crystals for that piece of junk.   :blink:

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I have some ideas that I'll divide into two parts:

 

I. Upgradable Alterations

 

Description: There will be five upgrade Levels, each making the particular alteration slightly better. Usually the stat increments are 1% per Level, but occasionally the numbers are higher. I thought about making the upgrades' expensiveness dependent on the purchase price:

        1st Upgrade Lvl:   10% of the Purchase Price
        2nd:                    +15% of the Purchase Price

        3rd:                     +25% of PP
        4th:                     +35% of PP

        5th:                     +50% of PP     

 

Total Price: 135% of the PP. Note that the cost % is the same as the ones from Modules (M0 -> 10% Protection, M1 -> 15%; M3+ -> 50%)  :ph34r: 

I tried to embed pictures in this post, but that always gave me a Gateway Timeout. Probably the total size was too big, so I've embedded the screenshot links instead.

 

Numbers:

Melee Weapons (Firebird, Freeze, Isida):

 

 

  

 

        Firebird + Freeze: https://prnt.sc/n5jc3z  

 

        Isida:  https://prnt.sc/n5jd0x  

 

 

 

 

Close Range Turrets (Hammer, Twins, Ricochet):

 

        Hammer :  https://prnt.sc/n5jfhz

 

        Twins + Ricochet:    https://prnt.sc/n5jhcp  

 

 

 

Medium Range Turrets (Smoky, Striker, Vulcan, Thunder):

 

 

  

 

        Smoky:   https://prnt.sc/n5jjb3  

 

        Striker + Vulcan:   https://prnt.sc/n5jl7k  

 

        Thunder:   https://prnt.sc/n5jmpg  

 

 

 

 

 

Long Range Turrets (Railgun, Magnum, Shaft):

 

 

 

 

        Railgun: https://prnt.sc/n5jowm  

 

        Magnum + Shaft:   https://prnt.sc/n5jr7y  

 

 

 

 

(I might have made a few mistakes at the numbers by writing them yellow instead of green, and not writing the % in the first pictures. Plus, I made a general mistake at Railgun's Round Stabilization - it should be a general dmg increase by 10%. But I hope it's okay)
 

 

II. New Alterations*

 

a.) Adjusting the existing ones
 

As you might see, I haven't made every single Alteration upgradable. That is because they are already powerful, i.e. Duplet, or because they behave differently (i.e. Smoky's Fire and Freezing Alt).
I assume there will be some kind of nerf for the Duplet, probably resulting in a damage reduction per pellet (-10% dmg maybe). That way, one could introduce upgrades that reduce the pellet dmg only by 5%.

Smoky's Fire and Freezing Alt could be upgraded by increasing the Burning / Freezing Duration by 15% maximum.



b.) Adding new ones

*Section not finished yet!

Edited by T879

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Turns striker into a fast firing machine.

 

Pros:

 

· Reload time is reduced by 20%.

· Lock on time is reduced by 5%.

· Projectile speed is increased by 5%.

 

Cons:

 

· Damage is reduced by 30%.

Pro need a buff....

 

Locking and reloading time should be reduced by 25%

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Pro need a buff....

 

Locking and reloading time should be reduced by 25%

While it does need a buff, please note that with Striker being a relatively rare turret, protections against it would be relatively rare. M4 Striker would be able to kill an unprotected M4 heavy hull 25% quicker than stock Striker. 

 

You have to account for how well it does with and without double damage against hulls that have protection against it also with those who don't. It can't be like Electromagnetic Accelerator "Scout" where you can kill someone with two shots faster than a Stock Railgun can even kill the same person. 

 

I would still use Stock Striker because M4 Striker reloads slightly faster than Sledgehammer Thunder. It allows you to two-shot the target and kill them before Rapid Fire Striker could kill them in 3 shots. 

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While it does need a buff, please note that with Striker being a relatively rare turret, protections against it would be relatively rare. M4 Striker would be able to kill an unprotected M4 heavy hull 25% quicker than stock Striker. 

 

You have to account for how well it does with and without double damage against hulls that have protection against it also with those who don't. It can't be like Electromagnetic Accelerator "Scout" where you can kill someone with two shots faster than a Stock Railgun can even kill the same person. 

 

I would still use Stock Striker because M4 Striker reloads slightly faster than Sledgehammer Thunder. It allows you to two-shot the target and kill them before Rapid Fire Striker could kill them in 3 shots.

 

I could probably buff both lock on time and projectile speed up to about 15% but.

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Alterations for protections to help ameliorate the stupid damage all the existing alterations do... these can't get OP as they'll only work against the alt they're designed for.

 

A

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Alterations for protections to help ameliorate the stupid damage all the existing alterations do... these can't get OP as they'll only work against the alt they're designed for.

 

A

In your topic, I explained how to counter these turrets. Of course, you need Thunder or Smoky to deal enough impact force to enemy Rail or Shaft to make it miss.

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Yes please turn striker into Vulcan , but without any reduction in damage , add uranium alteration to the mix and i will buy Vulcan

With real money the next day.

High damage per shot + high reload > low damage per shot + low reload. Why? Because of peek-a-boo tactics.

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In your topic, I explained how to counter these turrets. Of course, you need Thunder or Smoky to deal enough impact force to enemy Rail or Shaft to make it miss.

I'm surprised this managed to post twice.  Someone wasn't paying attention, I thought it'd gone missing so I reposted..  I've replied to the other thread.

 

A

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Sledgehammer rounds nerf

 

This alteration definitely needs a nerf. It was meant to give Thunder a firing rate-boost, making the damage decline start at very short range in turn. However, the maximum damage range only makes it a bit less than the standard thunder at about 100 m range; with that being said, it deals way more damage per second not only to enemies standing in close proximity, but also to those far away!

 

I created a chart to illustrate that (link below). The horizontal numbers represent the average damage per second, while the vertical ones show the range at which the said damage can be dealt.

https://imgur.com/tc5h1BV

 

As you can see, the difference in damage is huge. The turret's range remains very good.

With that being said, the alteration has no tactical disadvantages compared to Smoky or the standard Thunder - it remains very effective at medium to long range, you can successfully use hit-and-run tactics with it, it does not slow the turret down or make it overheat like Vulcan. It is also way more effective at deflecting enemies and crowd control, as well as stopping an opponent's repair kit. Beyond the range of minimum damage it still manages the DPS of a Railgun, without having to warm up briefly before each shot.

 

All these pros cost is a slight decrease in range and 120k crystals, which do not make much of a difference anyway.

 

What I propose is a simple nerf in the alteration's stats, e.g. making it reduce the reload time by 23% and making the range decrease more significant.

This, however, is just my proposal; the most important thing is to finally have the overpowered alteration nerfed!

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I agree that it's OP, but there's a much more sensible solution that doesn't affect the alt's effectiveness at close range. The minimum damage should be reduced to zero, meaning that at close range Sledgehammer will still be powerful (and maybe a bit OP), but at anything beyond medium range it will be completely useless, dealing zero damage. That's how it's meant to be.

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