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Ideas for Augments!


Maf
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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.

Fort Knox was where I played DM on a ricochet account. It was a really good ricochet map. The problem was that I was too small for MM. Maybe it could be expanded to be at least twice the size of its current state, and add in more walls.

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New alt ideas

 

Striker: Stabilized rockets.

 

Description:

 

Whatever tips that were used prior are now replaced with rubber tips to ensure bouncing at the cost of losing splash damage.

 

Pros: -ability to bounce off of props.

 

Cons: -splash damage removed.

 

Unlock rank: [rank 17]

 

Price: 65,000 crystals


 

Railgun: Reload mechanic adjustments

Description:

 

The delay is no longer existent before firing. Instead it is added to the total reload time of the turret.

 

Pros: - there is no delay before firing upon hitting the fire button.

 

Cons: - the delay is instead added to the total reload time of the turret.

 

- piercing through multiple targets is removed. (Optional) (if necessary)

 

So what do you guys think? :)

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Hammer alteration changes

 

Increase range for Slugger. Sure the tight pellets ensure more damage per shot and even more concentrated impact force.


The cons however are:

· Needs to be more precise.

· Harder to hit multiple targets with one shot.

· Slower rotation speed.

· Still the same range as stock hammer.


So my idea is to increase range by 30 or 40%.

This way it can be a mobile mid range sniper like it should be.

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Just like slugger needs a buff, Dragon's Breath needs a nerf. Sure, scattered pellets mean less damage per shot (except not really) and less concentrated impact force, but that's it.

Here are all its pros:

· Does not need much precision to hit an enemy.

· Easier to hit multiple targets with one shot.

· Can inflict burn damage onto enemies after hitting them.

· Same range as stock hammer.


So my solution is to give it a 20 to 30% range decrease.

This way it won't be an upgrade from stock hammer.

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Two new thunder alt ideas.

 

1) Shell Stabilization

Pros: - min damage increased by 15%.

Cons: - max damage decreased by 15%.



2) Shell destabilization

Pros: - max damage increased by 15%.

Cons: - min damage decreased by 15%.

So what do you guys think? :)

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Striker alt; Dual firing mechanism

 

+Fires two rockets at once

-20% longer reload time

-Salvo mode disabled

The nerfs outweigh the plus. 

 

Losing option for salvo combined with extra reload for an all-or-nothing (unguided, slower reload) seems too much.

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The nerfs outweigh the plus. 

 

Losing option for salvo combined with extra reload for an all-or-nothing (unguided, slower reload) seems too much.

2 rockets at once is the same as 2x damage though... This is better than uranium imo. Who needs salvo when you can 2 shot a medium hull?

Edited by XxStriker

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There's already Cyclone for large volumes of rockets per salvo, and there's already Hunter for better tracking. I personally don't care for the salvo mode and I tend to rely on the individual rockets more. Too many times I've had the rockets fly right into the ground because the auto aim angles are messed up.

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2 rockets at once is the same as 2x damage though... This is better than uranium imo. Who needs salvo when you can 2 shot a medium hull?

Sure - but - how reliable is that?  Might work out but seems like hit-or-miss to me.  And that 20% extra re-load time will make it even more difficult to "2-shot that medium hull".

 

There's already Cyclone for large volumes of rockets per salvo, and there's already Hunter for better tracking. I personally don't care for the salvo mode and I tend to rely on the individual rockets more. Too many times I've had the rockets fly right into the ground because the auto aim angles are messed up.

You rely on individual rockets - but they often hit the ground?

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No, the salvo hits the ground. The rockets and salvo have different firing angles.

Interesting...

 

I find individual rockets just sail waaay too high.  They have the opposite of auto-aim... they don't go anywhere near where I'm aiming.

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Interesting...

 

I find individual rockets just sail waaay too high. They have the opposite of auto-aim... they don't go anywhere near where I'm aiming.

I just think it's kinda dumb I can lock onto things I won't be able to hit personally.

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New Vulcan alteration

 

How about giving Vulcan a "High caliber rounds" ?
Pros: Better damage (+50-100%dmg, +min/max)
Cos: Idk. Huge recoil? Barrels spinning way longer before shooting, like 6 seconds instead of 3; 2,44 ?

Thanks for reading this topic.

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Alterations for Gauss


 


Hello!


 


I am sure that developers are working very hard to produce some alterations for Gauss, but I thought I'd make this post to suggest a few alterations that could/should be added. Let's begin! (the names and decription for each alteration are just created by me, they don't need to necessarily be named such if they are added into the game)


 




 


Alteration #1: "Piercing Arrow"


Description: Replaces typical ammunition for rounds specialized to pierce through a tank's armor.


Effects: Removal of Self Damage, Removal of Splash Damage, Boost in Impact Force (to compensate no splash impact)


Similar Alteration: "Subcaliber Rounds" - Thunder


 


Alteration #2: "Efficient Rounds"


Description: Replaces typical ammunition for smaller-caliber rounds, which allows for a faster reload time.


Effects: Faster Reload Time, Decreases Overall Turret Damage


Similar Alteration: "Small Caliber Charging Machine" - Thunder


 


Alteration #3: "Huntsman"


Description: Specifically designed for long-range game play; Sniping Mode shots have a boost in damage to reward the best snipers.


Effects: Significant boost in Sniping Mode damage, Slower Reload Times, Addition of a Sniping Laser (To allow others to see they are being aimed at, as the damage will be much greater)


Similar Alteration: "Large Caliber Rounds" - Railgun


 


Alteration #4: "High Tide"


Description: Significant boosts in impact force and splash damage make this alteration ideal for short-range combat.


Effects: High Boosts in Impact Force and Splash Damage, Decrease in Quick Fire Damage (This alteration will be primarily used to knock off the aim of others at close ranges)


Similar Alteration: "Mortar" - Magnum (No mines will be laid, but instead the unique ability of more impact force)


 


Alteration #5: "Inferno"


Description: Regular ammunition is replaced with incendiary rounds, that light a target on fire when hit


Effects: Ignition of Targets (3 shots within a specific time frame light the tank on fire for a short time period), Overall Decrease in Damage


Similar Alteration: "Incendiary Rounds" - Smoky


 


Alteration #6: "Frosty the Snowman"


Description: Regular ammunition is replaced with cryonic rounds, that freeze a target when hit


Effects: Freezing of Targets (3 shots within a specific time frame freeze the tank for a short time period), Overall Decrease in Damage


Similar Alteration: "Cryo Rounds" - Smoky


 


Alteration #7: "Bomber"


Description: Encourages the use of this turret's splash damage mechanics, rewarding the user with a significant boost in damage if multiple targets are hit (Perfect for clearing out swarms of enemies)


Effects: Unique ability that inflicts a significant amount of damage when more than a single target is hit at once (150-200% more damage than the damage inflicted when multiple targets are hit), Overall Decrease in Damage (About 75% of the damage without any alteration, for both single shot and Sniping Mode shots)


Similar Alteration: N/A


 




 


Hopefully some of these alterations, and like I said, the names of each alteration I created personally, so hopefully if some of these alterations are added, the name I gave is added for it!  ;) 


 


Feel free to leave your thoughts below, and if you have any ideas for other alterations, feel free to post them below!  :D 


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Most of these are pretty cool, though it would be more interesting to see original alteration ideas, rather than just adapted copies of existing alts from other turrets. Although that would be quite hard considering that Gauss itself is just a combination of a bunch of other turrets' mechanics and isn't particularly original.

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Alteration: "Punch" (targeting shot)

Description: Massive impact with reduced damage, increased reload time

Effects: this super-shot is felt through walls (as splash damage), 50% reduction in damage/impact to those immediately behind the wall, possibility of flipping light hulls and even tipping a Mammoth on its side because of impact strength

 

Yeah, OK. Sounds dumb....

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How about giving Vulcan a "High caliber rounds" ?

Pros: Better damage (+50-100%dmg, +min/max)

Cos: Idk. Huge recoil? Barrels spinning way longer before shooting, like 6 seconds instead of 3; 2,44 ?

 

Thanks for reading this topic.

So is there a new map being introduced called "Perfectly-Flat-No-Cover"?

 

Otherwise - good luck trying to use it.  The current 3 seconds is an eternity for the Vulcan-user.

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So is there a new map being introduced called "Perfectly-Flat-No-Cover"?

 

Otherwise - good luck trying to use it.  The current 3 seconds is an eternity for the Vulcan-user.

Actually it's possible to bypass that; if you're in the red team in assault knowing that the blue team can't risk changing their positions frequently, because they're forced to defend their point.

 

Still, I don't think damage altering is the most interesting way to change a turret's mechanics. I'd like to see some more abstract ideas being implemented.

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Actually it's possible to bypass that; if you're in the red team in assault knowing that the blue team can't risk changing their positions frequently, because they're forced to defend their point.

 

Still, I don't think damage altering is the most interesting way to change a turret's mechanics. I'd like to see some more abstract ideas being implemented.

More abstract ideas... hm, I could imagine Acid Rounds that weaken the enemy by a certain % or makes the enemies take X% more damage for Y Seconds

 

But then it's still about altering the damage lol

Edited by T879

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