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Ideas for Augments!


Maf
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If he did do that, then he probably thought the sale already happened. But I think the likelier scenario here is that he was just saying that the alteration being 200k (when there are no discounts) is too high for the under-efficiency he is achieving. 

You are correct, I bought this in the sale. 

 

It wasn't worth it.

Edit..

 

In reply to your answer about renaming, that was my attempt at sarcasm :)

Edited by terrierist1967

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You are correct, I bought this in the sale. 

 

It wasn't worth it.

Edit..

 

In reply to your answer about renaming, that was my attempt at sarcasm :)

Welcome to the Club.  My alt bought the Vulcan spin-up alteration after they nerfed the turret. Total waste of crystals.

 

I spent less than you - but - my account was much lower - so crystals/rank was probably comparable.

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magnum alt Concentrated Shells

max/min damage + 20% 

impact force +50%

charge time -50%

reload + 40%

no splash damage

cost 70,000

 

 

smoky alt Super Ammo

 

only shoot critical shots

reload is a little longer than railgun's ( you figure it out )

no auto aim

cost 100,000

 

 

shaft alt Unstable Energy

 

splash damage in sniper mode ( 5 meters )

10% longer sniper charge

turning speed - 15%

cost 30,000

 

ricochet alt Growing Plasma

 

each shot that ricochets adds + 25 damage per ricochet. 

impact force + 25%

max/min  damage - 30

recoil + 40

cost 40,000

 

 

thunder alt High Explosive Rounds

 

impact force + 200

splash damage range + 40%

recoil + 60

turning speed -20%

reload + 40%

cost 130,000

 

striker alt Rocket Punch

shoots many small rockets

can shoot 2 rockets at a time and not just one, reload is the same.

max projectile speed + 30%

max damage -45 %

min damage -45%

also effects salvo rockets, number of rockets stay the same.

cost 70,000

 

smoky alt Burst Rounds

kinda like auto cannon but different

shoot 3 shots at the same time, delay between shots 0.15 ( you cant control how many you shoot, you always shoot 3 rounds).

impact force + 15% 

reload time reload + 6 seconds

turning speed -20%

cost 300,000 

 

freeze alt Whiteout

cone angle 40

​energy consumption per second + 20%

cost 30,000 

 

firebird alt Spreader

 if a enemy tank touches a tank you set on fire they also gain that burning effect

reload  + 20%

 

cost 89,000 

 

shaft alt Mobile Sniper

energy consumption in sniper mode +90%

maximum and min damage in arcade mode - 30%

reload + 50%

cost 90,000

 

shaft alt Unmovable

tank is very stable and very hard to push around

 -10% turning speed

cost 15,000

 

isida alt  Leaching Nanobots

damage/health  per second beam is on enemy/teammate +200

amount of energy 2,000

max/min damage/health -50%

rotation speed -30%

 

cost 70,000

 

Concentrated Shells:

 

 

For 70,000 crystals, this sure seems like a downgrade. Magnum has a relatively large minimum splash damage radius of 20 metres which is almost twice that of Thunder's minimum splash damage radius. There may be a reason they didn't make splash damage-removing alterations for Magnum and Striker.

 

I can see how this would change the Magnum's playstyle but with this alteration, any near miss would mean 0 damage and couple with the fact that the (what I presume to be the "clean reload" for Magnum) reload for the Magnum is increased by 40%, this would not be as efficient as Stock Magnum. 

 

At 70,000 crystals, this alteration would be unlocked at First Lieutenant while Magnum M2 would be unlocked at Lieutenant Colonel . Players would effectively be using M1 Magnum with this so it wouldn't be worth it then and I don't think it would be worth it to play in the High Ranks. Since splash damage plays a key role in finding hidden enemies, I don't think players would want this removed.

 

On the bright side, at least Magnum + Hornets/Wasps can sneak in the base and shoot someone while driving back for extra acceleration while receiving no damage at all; quite similar to Sub-Calibre Rounds Thunder.

 

 

Super Ammo:

 

 

This would prove to be problematic when fighting enemies with protection against you, especially in the high ranks. Stock Smoky, in the higher tiers, would be able to deal a lot more damage in the space of 3 seconds than a Super Ammo Smoky. This alteration may change Smoky's playstyle to a peek-a-boo type style but Smokies these days already do this. 

 

It also feels kind of wrong for Smoky to have a critical shot on demand whenever it wants. 

 

High Precision Aiming System Smokies already deal close to that number of damage on a regular shot within its maximum damage range. 

 

The only way I can see this being efficient is using it at a horribly extended range where you can potentially be out of sight while delivering fixed-damage critical hits from there. 

 

At 100,000 crystals, this would be unlocked at Lieutenant Colonel which is one rank before Smoky M2's unlock rank. You would mostly see at least M2 Smokies with this alteration if they choose it over a cheaper alternative (High Precision Aiming System).

 

 

 

Unstable Energy:

 

 

You did not specify what % of the total damage the enemies who are, at most, 5 metres away from the target you shot. I'll assume you mean to say 50%. I've had many instances where I would shoot someone and there are enemies around them. A lot of the times, they would die by a random Thunder or Railgun shot. If it's 50% of the damage, then light hulls may not stand too much of a chance since at the higher modifications, they can be one-shotted if they're too close to the target who was aimed at. I don't particularly see how this would change Shaft's playstyle and the cons of this alteration are too lenient for splash damage of any kind to be added. 

 

At 30,000 crystals, this would be unlocked at Sergeant-Major which is the same unlock rank for Shaft M1. I guess down there the decreased rotation speed may be a slight problem but the cons seem negligible if applied to the high ranks.

 

 

Growing Plasma:

 

 

When you say "maximum and minimum damage -30" and "each shot that ricochets adds +25 damage", I'm not sure whether or not you meant to put "%" after those numbers or if it's supposed to be the way you stated it.

 

Firstly, let's go with the way you stated it. That would be an upgrade to Ricochet. Sure, it's a bit of a downgrade if you're attacking the enemy head on but considering that you basically get back that damage (and maybe then some) after ricocheting twice when used in almost point blank range. I can see it working since the damage does drop off the farther the target is. Ricochet's impact force is already intense. This may make some players want to punch their devices in frustration of not being able to do anything but ok. 

 

At 40,000 crystals, this would be unlocked at Warrant Officer 2 which is one rank higher than M1 Ricochet's unlock rank.

 

 

 

The quality of the analyses may drop for here due to a lack of motivation to continue:

 

High Explosive Rounds:

 

 

I'm going to assume you actually mean "+200" for impact force and not "+200%". 

 

With +200 impact force and +60% recoil, that's a hell of a lot of kick. I wonder how light hulls would fare with this, particularly Wasp. The turret rotation speed increase wouldn't matter too much. 

 

The reload increase would be a BIG deterrent considering you're not doing more damage for any of your shots compared to Stock Thunder. Considering that Thunder protection is omnipresent, players would still stay with Sledgehammer and not something that costs more and doesn't give them more damage. 

 

The price would either be 120,000 crystals and unlocking at Colonel or 140,000 crystals and unlocking at Brigadier . Thunder M2s would be seen with this.

 

 

 

Rocket Punch:

 

 

I had liked the idea of Striker shooting two missiles together with them doing less damage for each. It's kind of like the Brawl Stars character Dynamike. 

 

Image for reference: Dynamike.png

 

He would throw two dynamite sticks at his opponents. There are a bit apart and a lot of the times, only one dynamite stick deals damage to the enemy brawler. I can faintly see that happening here with this alteration although seeing how small the turret is, it is likely that both missiles would hit the target. 

 

Since both missiles would hit the target, it wouldn't make sense to split one missile into two separate missiles. This would be a buff since the damage is not decreased by 50%. It is decreased by 45% for each which means you're doing more damage on average than a Stock Striker with both missiles impacting. 

 

Increasing the maximum projectile speed will also increase how fast the missile accelerates which would give that an advantage over Stock Striker again. And I don't understand what you mean by it affecting salvos as well. You said right after that, "number of rockets stay the same". How can the number of rockets stay the same if they are split into two like the text before that says? That's a bit contradictory. I don't think this on will be added as it is quite unnecessary and doesn't seem to change Striker's playstyle. 

 

At 70,000 crystals, this would be unlocked at the rank up 1st Lieutenant . You would see many Striker M1's and 2's with this an may be abandoned for Uranium 2 ranks later.

 

 

 

Burst Rounds:

 

 

Because this is akin to Autocannon, it cannot work. This one seems like an upgraded Autocannon as well. A 0.15 second delay is very short. I can see this working too well with a peek-a-boo tactic since this shoots not, 2 but 3 shots in less than half of a second. That seems to powerful given that it's a burst fire. We already have enough of those in the game (Duplet). It is one but that is enough. Duplet is short-ranged. Smoky is medium-ranged. That seems too overpowered considering you can potentially land two critical shots in that trio. And you even increased the impact force so if you shoot a protected Wasp with this, they are bound to flip. 

 

Onto the negatives. The decreased turret rotation isn't going to bother it that much. The reload penalty, however, does. Reload + 6 isn't that significant when you go throughout the tiers since it only differs from M0 to M4 by 0.3 seconds. While the reload somewhat justifies its strength (because Smoky now has 50% weak damage which is great at long ranges) Smoky shouldn't have this kind of power. If you're a light hulls, you're basically done when facing this. 

I don't see how this changes your playstyle to anything but hiding and peek-a-booing which is rather annoying. 

 

Now, you listed a price that doesn't exist in the game right now. After going through the pattern again, I've deduced that 300,000 crystals would be rounded down to 280,000 crystals and fall on the rank of Fieldmarshal where you would find exclusively M3s and M4s.

 

 

 

Whiteout:

 

 

A 40 degree cone angle is a big angle. You can catch multiple spaced out enemies a lot easier with a Whiteout Freeze. Cost? a 20% increase in the energy consumption. That would be the equivalent of Freeze emptying its energy tank in roughly 5.8 seconds. That is only 1.2 seconds less than Stock Freeze. That time wouldn't really matter since you get them frozen within two seconds and can easily finish them off, not to mention that you can sweep others into the stream of your Freeze with its widened cone angle.

 

My problem with this is Freeze already has an alteration that changes its cone angle parameter. I don't think the con balances with the pro here since Freeze also boasts the fastest turret rotation which can sweep unsuspecting enemies into the stream that you didn't even think they'd be in. 

Since the cone angle and the energy consumption is fixed throughout all tiers, the only thing that varies is the damage output. 

 

At 30,000 crystals, this would be unlocked at Sergeant-Major which is the same rank you can get M2 Freeze at from the Siberian Kit in the shop. You'd see a lot of M1 and M2 Freezes using this alteration.

 

 

 

Spreader: 

 

 

A nice idea but you will have to tweak the con to be more prevalent and punishing. I'm not sure whether you mean a 20% increase in the energy reload speed or the overall time it takes. Both basically comes up to about 7.2-7.5 seconds. Firebird already has a very short reload so that wouldn't affect it much considering its damage output and heating rate. 

 

You also didn't establish the heating rate of the affected enemy onto their teammates. When in the proximity of their teammates, do they burn their teammates for 10% of maximum temperature every second? That seems as fair as it can be since any higher and I can see that causing a lot more sabotagers. They get burnt and run into their teammates on purpose to burn them as well.

I had replied to this very same idea somewhere on the forum a while ago. I'll go look for it and post the link here. 

 

I'll round that up to 90,000 crystals so at that price, it would unlock at Major which is the same unlock rank for M2 Firebird so you wouldn't see Any Firebird below M2 using this.

 

 

 

Mobile Sniper:

 

 

This alteration is similar to Light Capacitors in it consumes energy in sniping mode very fast. Having the same damage as Stock Shaft with that kind of energy consumption seems a bit too powerful. But then you have the reload being +50% (which adds 2.5 seconds to the reload time at least) and the fact that the arcade shots would become less powerful up close and from far. I'm not sure how good this balances out. 

 

At 90,000 crystals, this alteration would be unlocked at Major which is the same unlock rank as M2 Shaft, so you'd see a lot of M2s and 3s using this.

 

 

Unmovable:

 

 

A 10% decrease in rotation speed (whether it is only in sniping mode or in both sniping and arcade mode) is not enough of a drawback for almost negating incoming impact force. This would be ultimately better than Stock Shaft and I don't see why anyone would use Stock Shaft over this alteration since it is so cheap. 

 

I believe that Master Sergeant is the lowest they would go for the unlock price of an alteration. I'll round it up to 20,000 crystals for the price and it would unlock at Master Sergeant.

 

 

Leeching Nanobots:

 

 

I had misunderstood exactly what this alteration was actually supposed to do. But now I think I understand. I had a previous discussion as to why this may not be as viable as it should. You have given it more effects that make it a bit more viable but also potentially overpowered. Now let's discuss why this is bad for the lower tiers and almost balanced for the higher tiers. 

 

Whether you meant +200% or +200, it would be unbalanced either way in the lower tiers. This is what potentially happens when you put a fixed number throughout all tiers. For M0 Isida, by the time 3 seconds have already passed, you'd have dealt 1350 damage. That's less than Stock M0 Isida but when it comes to heavy hulls, Leeching Nanobots Isida will be able to destroy it faster. This is assuming that you meant +200 and not +200%. If it were +200%, it would have been worse. Doubling the energy pool is a great benefit for Isida with this alteration. 

 

The dark side of using this alteration is how easily Isida's aim can be knocked off. Isida has the narrowest cone angle of the melee ranged turrets. You would need to keep that beam latched onto the enemy to increase the damage. And that damage increase per second becomes more inefficient the higher you go. if your aim keeps getting knocked off, then you'd barely be doing damage. Turrets like Twins, Ricochet, Smoky and maybe Hammer will be able to bring your efficiency down to a minimum. Another problem is when you run out of energy. If you only have 2 seconds of energy remaining, you'd barely be doing damage because your beam isn't on the player long enough to actually deal the increased damage that is fatal or even lethal to enemies. It would be worse in the higher ranks when the enemies have more HP on their tanks. 

I see no reason for players in Legend battles or anywhere near that rank to even consider using this for offense. It's an interesting concept but it needs readjusting in particular parameters. And that is just for attacking.

 

For healing, since it adds 200, it would be too powerful when used as a healer. This alteration is better than Support Nanobots Isida...come to think of it, this alteration is better than Support Nanobots in every way. Both have 50% less damage but with Leeching Nanobots, it can increase while SN can't. And after 4 seconds of healing, Leeching Nanotbots would be doing more healing than Support Nanotbots per second. And you extended its energy pool and its energy consumption for healing is 100 units per second which would equal to 20 seconds of healing. This would break capture the objective (expect CP) battles since if the Isida has its beam on the player long enough, it'll be able to heal 80% of the Titan's health in one tick. And that's at 14 seconds. That's a best case scenario since players go after the Isida and your aim is bound to be knocked off but the potential is too much for this alteration. This needs some adjustments because Support Nanotbots would forever be in its shadow. 

 

 

At 70,000 crystals, this alteration would be unlocked at First Lieutenant . Many would have M2 Isida at that rank and because the effectiveness of the fixed number becomes smaller for offense the higher you progress in Isida's tiers, it is a handicap to your team if you're attacking. But I you're using it to heal, well, you'd be better than that Support Nanotbots Isida on your team. Players would catch onto that a few days after its implementation and then lots of people would be using it and it would be chaos.

 

 

I've been at this since the 20-something-th of April. The delay was caused by lack of motivation along the way and irl distractions. It is finally finished.

Edited by Kill_the_Propaganda2
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Welcome to the Club.  My alt bought the Vulcan spin-up alteration after they nerfed the turret. Total waste of crystals.

 

I spent less than you - but - my account was much lower - so crystals/rank was probably comparable.

@wolverine848

 

Thanks for the reply, glad to see I'm not alone.. 848.. Panigale?

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@wolverine848

 

Thanks for the reply, glad to see I'm not alone.. 848.. Panigale?

"wolverine" was taken and i needed to append some numbers that were easy to remember... B)

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Alteration for Gauss!! 

 

Overvolt Ammo: Charged "Super" Shots would no longer deal damage, but stun the enemy.

 

High Impact Rounds: Each normal shot deals more damage, (including charged shot) but takes longer to reload. (charged shot also takes longer to lock on)

 

Scatter Rounds: Bounces off walls, while doing so, it scatters into pieces, with decreased damage. (Charged shots dont bounce from tanks)

 

Energy Converter: Each kill with charged shots will reload instantly. 

 

Piercing Rounds: Charged shot will penetrate tanks, but generally deal less damage. 

 

I guess thats it. 

 

 

 

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Alteration for Gauss!! 

 

Overvolt Ammo: Charged "Super" Shots would no longer deal damage, but stun the enemy.

 

High Impact Rounds: Each normal shot deals more damage, (including charged shot) but takes longer to reload. (charged shot also takes longer to lock on)

 

Scatter Rounds: Bounces off walls, while doing so, it scatters into pieces, with decreased damage. (Charged shots dont bounce from tanks)

 

Energy Converter: Each kill with charged shots will reload instantly. 

 

Piercing Rounds: Charged shot will penetrate tanks, but generally deal less damage. 

 

I guess thats it. 

Actually not bad, I like it

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another one....

 

smoky alt Tank bonus

 

Example, if you kill a viking, you do 10% more damage only against vikings. It goes max to 50% more damage (all damage you do), but it resets to 0% more damage if you die and can only effect one hull. so if you kill a hornet, the hornets gets 10% more damage from you and you lose the bonus damage you do to the vikings. So if you kill 5 hornets in a row you do plus 50% more damage to all hornets as long as you don't kill another type of hull

 

only negative downside is if you kill someone with a critical shot, you lose your bonus damage and you cant do any critical shots untill you die and respawn

Now you may think this is all too much for one alteration and too complicated. You may be right but i don't care.

 

Cost is 150,000

 

smoky alt Live Wire

 

Critical shot stuns enemies like hunters overdrive but does not get rid of supplies. the stun  lasts as long as how long it takes you to reload one shot

critical shot deals normal damage

firebird alt Ball of Fire

 

with this alt it completely changes how firebird is used

while holding down fire you dont shoot out flame but instead you grow power.

when growing power and use release it, you shoot out a ball of flame that travels very far

if you use up your whole energy bar and the ball of fire hits an enemy, that enemy takes as much damage and burn as if it just got attacked by a firebird that just used all of its energy

ball of fire has same range as twins plasma balls

you dont have a stream of fire

reloading, damage and everything else is the same

 

 

cost is 80,000

 

Freeze alt FreezerBurn

 

enemies that get frozen also have their reloading frozen

enemies have a longer reload

But freezing tanks is a little more weak but damage stays the same

cost 67,500

Edited by TheReaperLeviathan
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Alteration for Gauss!! 

 

Overvolt Ammo: Charged "Super" Shots would no longer deal damage, but stun the enemy.

 

High Impact Rounds: Each normal shot deals more damage, (including charged shot) but takes longer to reload. (charged shot also takes longer to lock on)

 

Scatter Rounds: Bounces off walls, while doing so, it scatters into pieces, with decreased damage. (Charged shots dont bounce from tanks)

 

Energy Converter: Each kill with charged shots will reload instantly. 

 

Piercing Rounds: Charged shot will penetrate tanks, but generally deal less damage. 

 

I guess thats it.

 

Overvolt Ammo: 

 

 

This would seem like a decent trade-off for damage depending on how long the stun lasts and how exactly it would affect players in its splash damage radius. However, dealing no damage with sniping shots will decrease the amount of score Gauss will accumulate in battles. Maybe not by much...assuming that you're only using the arcade shot.

 

How about decreasing the minimum and maximum sniping damage by 90% so that they can still collect points for an assist if they don't destroy the target(s).

 

 

High-Impact Rounds: 

 

 

Ah, the classic increased damage for increased reload. How much is the damage increase and the reload increase though? Hopefully not too much. How about a 35% increase in the arcade damage? That way, it can one-shot an unprotected light hull with double damage if it gets lucky. The average damage should be low enough for the light hull to survive. And the reload can be...maybe +50% since that projectile speed is fast enough to land the shot easily at close range. 

 

For the sniping damage, I'd increase both the minimum and maximum damage by... I really don't know. A 15% increase in both of them could result in many unprotected heavy hulls being destroyed in one shot (with double damage enabled) in the higher tiers, so the acquisition time can be increased by 1 second on each modification and the sniper reload can be increased by 25%.

 

 

 

Scatter Rounds: 

 

 

I don't see how this could be implemented or be balanced. Some figures would be appreciated.

 

 

Energy Converter: 

 

 

For this to be balanced, the damage in sniping mode would either have to be decreased by maybe 25% on both the minimum and maximum sniping damage parameters or, like it should be, a heavy increase in the reload speed after a sniper shot, an increase in the acquisition time and maybe a small increase in the reload speed of the arcade shot. And seeing that it's a splash damage turret and its splash damage is very heavy, damage decrease may have to be done.

 

 

Piercing Rounds: 

 

 

I like this but I'm wondering how it would when going through a tank. It doesn't look like it'll be like a Railgun shot. The projectile explodes so I doubt it'll penetrate. I don't think this'll be useful since Railgun can do this and increase its damage with each tank the projectile passes through, regardless of their status as an enemy or an ally.

 

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Shaft Alteration: Long-Range Healer

 

This is just an idea I had in battle today, don't trash it ;)

So, how about there's a Shaft alt, name TBD, that takes away all sniping capabilities, and reduces the arcade shots to about 1/3 strength. So basically, an easy target close-range (or far-range). To make up for it being so weak, it is the ultimate long-range healer and a camper extraordinaire. It heals, at a rate slightly faster than Isida, with its laser. To heal a teammate, you focus the laser on their tank and they will slowly regain health, as I said slightly better than Isida - just worse than the Support nanobots alt. The reason for this is so that you can camp in your base and heal anyone in the field. I don't know if it needs to be a bit stronger offensively or a bit weaker healing, but no doubt either @TheCongoSpider, , or @Renomen will come on here with what they think are balanced figures. 

Sorry this is convoluted, but what do you think of the idea?

 

Available at:

Price: 70K

Edited by Hate
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I'm all for more healing options, but I think it should have an increase reload speed and you actually shoot your teammates to heal them, with it scaling similar to damaging enemies. It should also lose it's impact force so you don't heal someone into doing a 360 when they're about to land a shot.

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They could make it harder to use by adding a striker-like lock-on system. So you aim at a teammate for something like 3 seconds, and then your beam connects with them as long as they're in line of sight.

 

Although the idea as a whole feels a bit far-fetched.

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You knew your fate before it happened. 

 

 

I would need to know which is stronger, the price or the unlock rank. The price of alterations are determined by their unlock rank. For 70k crystals, it would be unlocked at and at , it would cost 120k crystals. I'll go with because Light Capacitors is already for sale at and I doubt they'd put them at the same unlock rank. Although that may change since more alterations may be coming.

 

I'll explain further in the future, but here are the statistics (for HBTY's version):

 

Energy consumption in sniping mode: -60% 

 

Health healed per second:

 

M0: 300 

 

M1: 379.41 

 

M2: 467.64 

 

M3: 529.4 

 

M4: 600 

 

 

 

Energy recovery rate (reload time after a sniper shot): -25%

 

Minimum and maximum arcade damage: -66%

 

Damage in sniping mode is disabled.

 

 

 

Edit: Explanation:

 

Shaft's penetrating power was removed because it was to be unique to Railgun only. Isida is the only turret capable of healing in the game and that makes it unique. If I were to give another turret an alteration with healing properties, I would have given it to either Shaft or Smoky's critical hit (to allies, not enemies). 

 

Since it's a long-range healer, we can't make it too game-breaking. You've provided an estimation as to how much healing it would do and I used that - more than Stock Isida but less than Support Nanobots Isida. I used the middleground between them. The way I saw this working is that you're put out of sniping mode when your energy runs out. 4 seconds isn't enough to find an enemy and help them out of the base or even make up for the insane decrease damage potential you have so. To to compensate for that, the energy consumption rate would be decreased by 60% (250 to 100) so that it can keep in sniping mode for a total of ten seconds. Since allies would need to be in its line of sight, it's possible that you can stay there for 4 seconds and that one ally you were going to heal retreats behind a wall. 

 

Next is its scoring system. If your team has the right equipment, you should be able to get assists often to make up for your lack of arcade damage. Its most useful function would be healing in sniping mode. We would need to tweak it so that it would get the same score as a Stock Shaft on average. If a balanced battle (with a bit of supply use) is going on and it is a stalemate, I'd see a Stock Shaft 200-250 score. Isida's score for fully healing an enemy is 12. But Isida can also attack and gain assists and kills way easier. So I was thinking the Shaft can get 15 score for fully healing a teammate. I would have put 20 but then I can already see them farming score off of an ally heavy hull in the enemy base. 

 

The advantages Healer Shaft has over Stock Isida is that it has a faster healing rate and longer range. 

 

The advantages Stock Isida has over Healer Shaft is that it has powerful damage when attacking, less energy consumption when healing and can follow a target behind obstacles. 

 

Shaft received buffs in its energy recovery rate and I felt as if the reload after sniping would be too fast for how much healing it could potentially do so I decreased the rate by 25%.

 

 

Now, this Shaft can only heal when in sniping mode. This presents a problem when your team is being blown out. The other Shafts can defend themselves with strong arcade shots and Light Capacitors can quickly take off a lot of HP from the enemy while this Shaft is at its enemies' mercy because of its weak arcade shots. If you can get to cover and heal your allies, that would be great but until then, you'd be dying a lot. 

 

This alteration's success depends on its teammates, so if they're at full HP almost all of the time or the injured ones aren't in sight, there'll be a problem. This would obviously not be good on certain maps but it's great on others. 

 

 

The last thing to talk about is the laser. I was thinking of changing the laser colour to green for an ally Shaft but what about an enemy? They shouldn't be the same green so I was thinking a blue laser for enemies but hat seems out of the ordinary. I wouldn't leave it as red or blue since they'd want to know if their Shaft is a healer or not and then what if the Shaft is on the blue team. The enemy on the red team still wouldn't know.. It's good to know if the enemy has a Healer Shaft so you can adjust your actions to suit. Yellow might be a good colour. And it can be green in DM battles. 

 

I'm pretty sure I was supposed to touch on something else but i can't remember it now. 

Edited by TheCongoSpider
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They could make it harder to use by adding a striker-like lock-on system. So you aim at a teammate for something like 3 seconds, and then your beam connects with them as long as they're in line of sight.

I see the Gauss turret as a bridge to a new era of 'option' turrets where you can hold it down for a different shot.

So I really think an option Isida would work.

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This would be an alteration for isida, available at rank "Colonel" and for 120.000 crystals. (Might be overpriced)

Name: "Plasma Launcher Nanobots" 

Mechanic: You no longer use the beam to heal/attack, rather you fire a ball of nano-charged plasma. (similar to twins or ricohet's projectiles). It heals friendly tanks in small aoe, and deals damage to enemy tanks, also in a small aoe.

 

Here are the examples:

Heal: https://imgur.com/a/wh7UsSZ

Damage: https://imgur.com/nnjNcuS

Projectile mid-air: https://imgur.com/Xfei2kP

 

Advantages: You can heal/attack from more range (dont think too crazy), can heal multiple tanks, but decreased heal for AOE, same for damaging. Has a decent fire rate.

 

Disadvantages: Harder to hit, no auto lock-on, you might miss your shot to heal/damage.

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Pros:

 

- 25% damage increase.

 

Cons:

 

- 50% reload time increase.

 

Available at [rank 24] for 195,000 crystals.

 

So what do you think? :)

It should really be equal, because that's such an obvious advantage. Instead of 100 dmg in 1 second, it's 150 dmg in 1 second (say that dmg is 100 for stock, and reload is one second  :ph34r: )

 

*Edit: Lol, I read 50% reload DECREASE. I was wondering what sort of person thought there was any disadvantage :( xD

Edited by Initiate
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At , the price of an alteration is 160k crystals. You'd see M2, 3 and 4 Thunders using this. M4 Thunder would have a 3.45-second reload. I'm sure players would be impatient with that waiting time, since they'd been accustomed to a fast-firing Thunder like @Maf. M2 Thunder would take almost 4 seconds to reload from this. 

 

The damage increase doesn't seem worth it. And I'm not keen on giving Thunder an alteration that directly increases its damage statistic. 

 

M4 Thunder's damage range would be 925-1275. The average damage would be enough destroy M4 light hulls in one shot. That's...really all there is to it for big advantages. I can see the appeal but I'd stick with Stock Thunder or even Sledgehammer Thunder. I'm sure that there was a reason they didn't add an alteration for Thunder that directly increases its damage. 

 

I'm curious as to how this would work with Viking's Overdrive. There is already a discrepancy with reload-altering Thunder alterations with Viking's Overdrive, should this one shoot less than 12 times when using Viking's Overdrive? (M4 Stock Thunder shoots a maximum of 12 times in those 7 seconds)

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At , the price of an alteration is 160k crystals. You'd see M2, 3 and 4 Thunders using this. M4 Thunder would have a 3.45-second reload. I'm sure players would be impatient with that waiting time, since they'd been accustomed to a fast-firing Thunder like @Maf. M2 Thunder would take almost 4 seconds to reload from this. 

 

The damage increase doesn't seem worth it. And I'm not keen on giving Thunder an alteration that directly increases its damage statistic. 

 

M4 Thunder's damage range would be 925-1275. The average damage would be enough destroy M4 light hulls in one shot. That's...really all there is to it for big advantages. I can see the appeal but I'd stick with Stock Thunder or even Sledgehammer Thunder. I'm sure that there was a reason they didn't add an alteration for Thunder that directly increases its damage. 

 

I'm curious as to how this would work with Viking's Overdrive. There is already a discrepancy with reload-altering Thunder alterations with Viking's Overdrive, should this one shoot less than 12 times when using Viking's Overdrive? (M4 Stock Thunder shoots a maximum of 12 times in those 7 seconds)

Maybe the alteration should be disabled when using Vikings OD.

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Pros:

 

- 25% damage increase.

 

Cons:

 

- 50% reload time increase.

 

Available at [rank 24] for 195,000 crystals.

 

So what do you think? :)

More like "High Caliber Shot"

 

"The newest innovation of HEAT ammunition has released to the military market that deals devastating damage. Reloading after firing takes significantly longer."

 

Let me change the pro and con a bit:

 

Pro: 40% + min and max damage.

 

Con: 40% longer reload.

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