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Isida Alteration idea:

 

Isida gets its self-healing back, but with 50% less energy to use.

 

Like Firebird's Compact Fuel Tanks, it runs out more quickly, but it has an added ability

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Yes, of course, alterations for both firing modes of Gauss are needed.

 

If you have any ideas on what alterations to suggest for both shot modes of Gauss, please list them below.

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Gauss alteration; "Thrice-Strike System"

 

+Special shots now arc electricity between up to three targets for a chain of damage

+Each consecutive arc deals increased damage, capping at 1500 for three targets

-20% more charge acquisition time

-50 percent less "splash damage", explained below

 

Basically much like real electricity, the shot will find the closest open circuit to ground (and what better than the juicy, metal chassis of your enemies?). This means that the effective splash damage of the shot is lessened, but the shot itself packs more of a punch. Aesthetically the shot is now a bolt of lightning that spreads from the target like Hunter's overdrive.

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Yes, of course, alterations for both firing modes of Gauss are needed.

 

If you have any ideas on what alterations to suggest for both shot modes of Gauss, please list them below.

Or above, he literally just gave an idea.

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Ateration for Gauss:

 

Magma bullet

 

info:

 

an Improved system by putting magma core in gauss special bullets,making him ignite tanks and increase the overall damage,but normal shots and special shots recover reload increased.

 

(+) Special shots now ignites tanks

(-)Reload: +25%

(-) Recover after special shots: +20%

 

 

pls give me a credit if you are using this  :P

 

I'm going to assume that it heats all tanks affected by the splash damage from initial target being shot,

 

300 damage per second is quite significant, so I'm capping the % of maximum temperature it ignites targets for at 30%. It will be split like this:

 

Maximum splash damage radius: 30%

 

Average splash damage radius: 20%

 

Minimum splash damage radius: 10%

 

What does this mean?

 

2 metres from the epicentre of the shot would ignite targets for 30% of maximum temperature which would deal 3 ticks of afterburn damage. 

 

12 metres from the epicentre of the shot would ignite the targets for 20% of maximum temperature which would deal 2 ticks of afterburn damage. 

 

20 metres from the epicentre of the shot would ignite the targets for 10% of maximum temperature which would deal 1 tick of afterburn damage. 

 

 

This, if the enemy has no protections enabled, is 900 damage extra you're doing, so as it is getting extra damage, its direct damage needs to be decreased. 30% would keep it on par with Stock Gauss. 

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Isida Alteration idea:

 

Isida gets its self-healing back, but with 50% less energy to use.

 

Like Firebird's Compact Fuel Tanks, it runs out more quickly, but it has an added ability

The developers removed this feature as it proved very difficult to balance. if I remember correctly, they said it wouldn't be coming back, so it's futile to suggest an alteration that enables Isida's late vampirism. 

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Has anyone ever suggested a paint ball / tag alteration for Smoky?

 

Critical shot gets removed, but every fourth (or whatever number) shot has the same effect as Hornet's OD (minus the loss of protection etc.) on individual tanks.

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I'm going to assume that it heats all tanks affected by the splash damage from initial target being shot,

 

300 damage per second is quite significant, so I'm capping the % of maximum temperature it ignites targets for at 30%. It will be split like this:

 

Maximum splash damage radius: 30%

 

Average splash damage radius: 20%

 

Minimum splash damage radius: 10%

 

What does this mean?

 

2 metres from the epicentre of the shot would ignite targets for 30% of maximum temperature which would deal 3 ticks of afterburn damage. 

 

12 metres from the epicentre of the shot would ignite the targets for 20% of maximum temperature which would deal 2 ticks of afterburn damage. 

 

20 metres from the epicentre of the shot would ignite the targets for 10% of maximum temperature which would deal 1 tick of afterburn damage. 

 

 

This, if the enemy has no protections enabled, is 900 damage extra you're doing, so as it is getting extra damage, its direct damage needs to be decreased. 30% would keep it on par with Stock Gauss. 

I'm going to assume that it heats all tanks affected by the splash damage from initial target being shot,

 

300 damage per second is quite significant, so I'm capping the % of maximum temperature it ignites targets for at 30%. It will be split like this:

 

Maximum splash damage radius: 30%

 

Average splash damage radius: 20%

 

Minimum splash damage radius: 10%

 

What does this mean?

 

2 metres from the epicentre of the shot would ignite targets for 30% of maximum temperature which would deal 3 ticks of afterburn damage. 

 

12 metres from the epicentre of the shot would ignite the targets for 20% of maximum temperature which would deal 2 ticks of afterburn damage. 

 

20 metres from the epicentre of the shot would ignite the targets for 10% of maximum temperature which would deal 1 tick of afterburn damage. 

 

 

This, if the enemy has no protections enabled, is 900 damage extra you're doing, so as it is getting extra damage, its direct damage needs to be decreased. 30% would keep it on par with Stock Gauss. 

Nice I like it...but if its like that,I think reload needs to be faster than I wrote

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Nice I like it...but if its like that,I think reload needs to be faster than I wrote

Well, keep in mind that you're technically dealing more damage with this alteration than Stock Gauss. The afterburn isn't instant. In order to deal the extra damage, 3 seconds must pass. if it deals extra damage then it has to have a slower reload. 

 

The reload increase of the special shot is good enough. 

 

M4 Stock Gauss reloads in 3.2 seconds while an M4 Gauss with your alteration reloads in 4. Not really a considerable increase. However, the gap between Stock Gauss' reload and Altered Gauss' reload becomes larger as you go down the tiers M3 all the way to M0. You may think that may be bad and should warrant a decrease in the reload time, but you must also consider the fact that afterburn damage is a fixed number throughout all tiers. The lower tiers have less % Firebird protection which would make them less protected against the afterburn. And if they don't have protection against Firebird, then the afterburn damage would take off more HP off of them than it would for M4 hulls as M4 hulls have more HP to withstand the afterburn damage. 

 

I think it's perfect for now in reflection of the games balance throughout all tiers. 

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Gauss alteration; "Thrice-Strike System"

 

+Special shots now arc electricity between up to three targets for a chain of damage

+Each consecutive arc deals increased damage, capping at 1500 for three targets

-20% more charge acquisition time

-50 percent less "splash damage", explained below

 

Basically much like real electricity, the shot will find the closest open circuit to ground (and what better than the juicy, metal chassis of your enemies?). This means that the effective splash damage of the shot is lessened, but the shot itself packs more of a punch. Aesthetically the shot is now a bolt of lightning that spreads from the target like Hunter's overdrive.

Is that a fixed number for the capped damage for the arcs? I feel like that'll be powerful for the lower modifications. 

 

It's kind of confusing to visualise this. It is similar to the problem with Long-Rod Penetrator in this idea. Would it deal splash damage and then arc the electricity for more damage? What if 5 enemies are in the radius? How would it work there? 

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It targets three people at random around the original target, then shocks them in a line with the damage increasing with each person hit. For example 1000 to 1250 to 1500, etc. It's technically splash damage, it just hits at random.

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Has anyone ever suggested a paint ball / tag alteration for Smoky?

 

Critical shot gets removed, but every fourth (or whatever number) shot has the same effect as Hornet's OD (minus the loss of protection etc.) on individual tanks.

I like it, but wouldn't that take away from what is unique to Hornet's Overdrive? 

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It targets three people at random around the original target, then shocks them in a line with the damage increasing with each person hit. For example 1000 to 1250 to 1500, etc. It's technically splash damage, it just hits at random.

Ok, now I can visualise it. So the sniper shot damages, at most, 4 players? Alright. 

 

This sounds like it shouldn't be a fixed number but rather, upgradable alongside the damage parameter for the Gauss. 

 

To make this easier, I'll set the price and rank unlock for this to and 180,000 crystals just to discourage the use of M0,1 or 2 Gausses. 

 

 

What I was seeing in my mind was it hitting a target for relatively lower damage but the arcs will happen every 0.65 seconds. Something like M4 Gauss dealing 660-1,085 damage for a sniping shot but it will then arc to the closest target for 858-1410, and then to the next closest target for 1115-1833, and then the last target for 1226-2016. 

 

I put it as large damage ranges because it's likely that they'd add RNG to it. 

 

 

This would make it less effective against lone targets but potentially more effective against grouped targets. How it spreads is like this.

 

The range is capped at 10 metres. It hits the target then the closest person in a 10-metre radius will receive the first arc, then the closets player in a 10-metre radius to the 2ns victim will receive the 2nd arc, and then repeat for the 3rd person. Each arc would take 0.65 seconds to take effect.

 

 

Thinking this over, this does sound more complicated than alterations usually are as the current ones are simple. It'll be hard explaining this to players.  

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Aaaand I came up with another Gauss alt. This one could honestly be it's own turret with how different it is from stock.

 

"Demolition Mission"

 

+Replaces normal shots with remotely-detonated bombs

+20% damage

-Can only have, at most, five bombs out at once

-Five second arming time for the bombs to prevent spam

=Holding space detonates all armed bombs

 

When fired, the bombs travel through the air about twenty meters before simply being placed on the ground. If at any point the bombs hit a wall, friendly player, or other solid matter that isn't an enemy they stick to them. If they hit enemies they simply bounce off and disappear.

 

The bombs are fairly large and hard to miss, but can only be destroyed by a Firebird, Freeze, Isida, or Hunter's overdrive. They deal slightly more damage than a normal Gauss shot each, but when detonated in close proximity the splash damage will scale up accordingly. Bombs are visible through walls to the Gauss who planted them, but not to enemies.

Edited by The-Operator219

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New ricochet alteration idea

 

Pros:
- can bounce off of enemies and still damage them.
- can bounce off of teammates and nothing will happen to them.

Cons:
- the bouncing limit per projectile has been reduced down to 5 bounces.

So what do you guys think? :)

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Well, keep in mind that you're technically dealing more damage with this alteration than Stock Gauss. The afterburn isn't instant. In order to deal the extra damage, 3 seconds must pass. if it deals extra damage then it has to have a slower reload. 

 

The reload increase of the special shot is good enough. 

 

M4 Stock Gauss reloads in 3.2 seconds while an M4 Gauss with your alteration reloads in 4. Not really a considerable increase. However, the gap between Stock Gauss' reload and Altered Gauss' reload becomes larger as you go down the tiers M3 all the way to M0. You may think that may be bad and should warrant a decrease in the reload time, but you must also consider the fact that afterburn damage is a fixed number throughout all tiers. The lower tiers have less % Firebird protection which would make them less protected against the afterburn. And if they don't have protection against Firebird, then the afterburn damage would take off more HP off of them than it would for M4 hulls as M4 hulls have more HP to withstand the afterburn damage. 

 

I think it's perfect for now in reflection of the games balance throughout all tiers. 

you can't just make this alteration for colonel ranks and up?In colonel rank you are getting the option to buy this altertion like most good altertions...

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you can't just make this alteration for colonel ranks and up?In colonel rank you are getting the option to buy this altertion like most good altertions...

Having an alteration be unlocked at a higher ranks such as - wouldn't guarantee that the lower modifications wouldn't be in use. is still 2 ranks before , so that would be M2 turrets being used with it, either M2 0/10, M2 10/10 or anywhere in between. 

 

With the current economy, it's not unlikely to see players with upgraded equipment, so you'd mostly see Gausses that are close to 10/10 with it. Since M2 Gauss unlocks at , it is likely that players who bought the turret at a rank of around or would start upgrading it. They are playing against those ranks and the reload time increase, corresponding with the protection against Firebird as well as the HP of the hulls around that range of ranks should be balanced. 

 

Incendiary alterations don't have a high unlock-rank. 

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Aaaand I came up with another Gauss alt. This one could honestly be it's own turret with how different it is from stock.

 

"Demolition Mission"

 

+Replaces normal shots with remotely-detonated bombs

+20% damage

-Can only have, at most, five bombs out at once

-Five second arming time for the bombs to prevent spam

=Holding space detonates all armed bombs

 

When fired, the bombs travel through the air about twenty meters before simply being placed on the ground. If at any point the bombs hit a wall, friendly player, or other solid matter that isn't an enemy they stick to them. If they hit enemies they simply bounce off and disappear.

 

The bombs are fairly large and hard to miss, but can only be destroyed by a Firebird, Freeze, Isida, or Hunter's overdrive. They deal slightly more damage than a normal Gauss shot each, but when detonated in close proximity the splash damage will scale up accordingly. Bombs are visible through walls to the Gauss who planted them, but not to enemies.

 

Yeah, that's a completely different turret. 

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Interesting, but needs much bigger disadvantages. I'd say slower projectile speed and lower damage, or the damage should decrease after every bounce.

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or the damage should decrease after every bounce.

It should increase if anything. Give it more incentive to use its special ability. An alteration like that would have been the first thing I would think of for a turret like Ricochet. 

Edited by TheCongoSpider

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It should increase if anything. Give it more incentive to use its special ability. An alteration like that would have been the first thing I would think of for a turret like Ricochet. 

Actually you're right. Perhaps it could have lower projectile speed and/or initial damage, but then it would increase after every bounce. That sounds quite interesting and balanced.

 

In fact, I remember suggesting years ago (before alts were a thing) for Ricochet to have increasing damage after bounce, because I noticed that barely anyone uses the rico's main ability and people mostly just shoot straight instead. Since I was a big fan of Rico and was always on the lookout for angles to bounce my shots, I thought it would be fair that this advanced tactic gets rewarded. Also that was back when Rico only had 10-12 shots in one energy tank, so trying to bounce the shots was inefficient because by the time you find the right angle you're already out of energy.

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  • Minimum and maximum sniping damage: -30% 

 

  • Sniping shots have a chance to deal 80% more damage

 

 

This incorporates Smoky's critical hit mechanic into Gauss' sniping shots. They deal lower damage overall but each shot has an accumulative chance to deal 80% more damage in both ranges.

 

M4 Gauss decreased damage:

 

924-1519

 

M4 Gauss increased damage:

 

1755-2886

 

 

The % chance accumulated for each shot is:

 

M0: 15%

 

M1: 16.21%

 

M2: 17.03%

 

M3: 18.49%

 

M4: 20%

 

Initial % (after spawning): 0%

 

Minimal critical %: 

 

M0: -20%

 

M1: -22%

 

M2: -23.1%

 

M3: -24.94%

 

M4: -26%

Edited by TheCongoSpider
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Actually you're right. Perhaps it could have lower projectile speed and/or initial damage, but then it would increase after every bounce. That sounds quite interesting and balanced.

 

In fact, I remember suggesting years ago (before alts were a thing) for Ricochet to have increasing damage after bounce, because I noticed that barely anyone uses the rico's main ability and people mostly just shoot straight instead. Since I was a big fan of Rico and was always on the lookout for angles to bounce my shots, I thought it would be fair that this advanced tactic gets rewarded. Also that was back when Rico only had 10-12 shots in one energy tank, so trying to bounce the shots was inefficient because by the time you find the right angle you're already out of energy.

Nerfing the initial damage would make it a slow seller except among those with too many crystals - like buyers and Legend 10+.

 

That Ricco would have very limited use - especially in MM, where we have no clue if the map we end up with has plentiful/any walls with right angles.

 

A significant reason players don't bounce much is because they don't have the environment for it.  Include maps like Subway and it might be more feasible.  But at present, there are too many maps like massacre and the castles with odd angled walls.

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