Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

6 minutes ago, TheCongoSpider said:

During the Independence Day event, Hyperion was available for purchase in the shop for all ranks. So Hyperion is no longer Legend-exclusive. 

Didn't realise that, but then i don't really take much notice of special events, there cash/supply sapping moves by the devs, just like this one. 

Share this post


Link to post
Share on other sites

Striker: Dumbfire* mode

 

+Replaces the salvo with a player-controlled charge attack, can hold space to load four missiles then fire them out in quick succession in a straight line.

-Missiles have zero tracking at all. User self-destructs if the attack is held at full charge for longer than five seconds.

 

*This is a legitimate term for missiles that can be shot with or without manual guidance, not a jab at anyone in-game.

Edited by The-Operator219
Balancing.

Share this post


Link to post
Share on other sites

52 minutes ago, At_Shin said:

I think it can become an interesting augment. It can be abused in modes where lots of enemies clutter near each other like siege and event modes with loads of gold-digger hoards. 

With this augment, you can just load all the four rockets and then release them once the hoard of enemies is in your line of sight, no skill required, but you will get a monster kill.. And possibly the gold.

You should suggest better negative effects of this augment coz it has a huge advantage over normal striker.

Maybe like the edit? I based this idea off of the Beggar's Bazooka from TF2, so it could work as a downside. Or maybe it could overheat and take damage slowly like Vulcan.

Share this post


Link to post
Share on other sites

On 14/07/2020 at 17:59, wolverine848 said:

Você não receberá 5 segundos de tiro com 20% de multa.

Realmente não entendo o motivo dessa alteração - o estoque parece melhor.

a change that kills faster. what do you suggest as a penalty?

Share this post


Link to post
Share on other sites

4 hours ago, Black.L-Antonio said:

a change that kills faster. what do you suggest as a penalty?

Isida already has highest DPS.  I don't see the need to "kill faster" than it already does.

I would go the opposite - slower kill to do more overall damage.  Currently Isida with DD can't kill a heavy hull with DA.

Share this post


Link to post
Share on other sites

I had an idea of some new Hull Augments that we can add, if able:

1. Turbo: Speeds up the hull ; affected by size ; Cost is 245000 Crystals, 4990 Tankoins, etc.

  • Light Hull: +10%
  • Medium Hull: +20%
  • Heavy Hull: +30%

2. Heat/Cold Combo: Provides 75% resistance on Fire and Freezing effects ; Available as an Legendary/Exotic item from Containers, etc.

3. Stun/EMP Combo: Provides Immunity for Stun and EMP ; Available as an Legendary/Exotic item from Containers, etc.

If you have more ideas, then you can add it in.

Share this post


Link to post
Share on other sites

11 hours ago, thunderhunter123 said:
  • Light Hull: +10%
  • Medium Hull: +20%
  • Heavy Hull: +30%

This is unfair, since if you choose light hull than you will uave less health. You can choose from speed or health. Each hull should recive the same boost.

 

11 hours ago, thunderhunter123 said:

Stun/EMP Combo: Provides Immunity for Stun and EMP ; Available as an Legendary/Exotic item from Containers, etc.

Bad idea again. This would be a complete ignoring for hunters OD which is really unfair. 

  • Like 1

Share this post


Link to post
Share on other sites

 

Repair Kit Augments below 

Spoiler

Repair Kit Basic

Price – 300 Crystals

Consume 1 Repair kit per activation

Total Health Restore = 3000 Hp

Instant Restore = 1000 Hp

Additional Restore Per sec = 1000 Hp

Additional Restore Time = 2 sec

Delay On Activation

Repair Kit = 30 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 0 sec

Mine = 0 sec

 

Red pain illustrate reduction

Green paint illustrate benefit

 

Mini Repair Kit Augment (Uncommon)

Quicker but Less repair

Augment Price – 250 Tk or found in regular container 

Consume 1 Repair kit per activation

Total Health Restore = 1500 Hp (-1500 Hp)

Instant Restore = 750 Hp (-250 Hp)

Additional Restore Per Sec = 325 Hp (-675 Hp)

Additional Restore Time = 2 sec

Delay On Activation

Repair Kit = 15 sec (-15 sec)

Double Armour = 0 Sec (-5 sec)

Double Damage = 5 sec  

Speed Boost = 5 sec (+5 sec)

Mine = 20 sec (+20 sec)

 

Crucial Movement Repair Kit Augment (Rare)

High Instant heal but overall less heal low heal

Augment Price – 1500 Tk or found in regular container 

Consume 1 Repair kit per activation

Total Health Restore = 2500 Hp (-500 Hp)

Instant Restore = 2500 Hp (+1500)

Additional Restore Per Sec = 0 Hp (-1000 Hp)

Additional Restore Time = 0 sec (-2 sec)

Delay On Activation

Repair Kit = 30 sec

Double Armour = 0 Sec (-5 sec)

Double Damage = 5 sec

Speed Boost = 0 sec

Mine = 15 sec (+15 sec)

 

Attacker’s Repair Kit Augment (Rare)

Fast healing and no double damage  and armour cool down

Augment Price – 1500 Tk or found in regular container  

Consume 2 Repair kit per activation

Total Health Restore = 3250 Hp (+250 Hp)

Instant Restore = 2000 Hp (+1000 Hp)

Additional Restore Per Sec = 1250 Hp (+250 Hp)

Additional Restore Time = 1 sec (-1 sec)

Delay On Activation

Repair Kit = 30 sec

Double Armour = 0 Sec (-5 sec)

Double Damage = 0 sec (-5 sec)

Speed Boost = 5 sec (+5 sec)

Mine = 15 sec (+15 sec)

 

Fort Defender Repair Kit Augment (Rare)

Good healing but too long speed boost cool down

Augment Price – 1500 Tk or found in regular container  

Consume 2 Repair kit per activation

Total Health Restore = 3500 Hp (+500 Hp)

Instant Restore = 2000 Hp (+1000 Hp)

Additional Restore Per Sec = 725 Hp (-275 Hp)

Additional Restore Time = 2 sec

Delay On Activation

Repair Kit = 30 sec

Double Armour = 0 Sec (-5 sec)

Double Damage = 5 sec

Speed Boost = 15 sec (+15 sec)

Mine = 0 sec

 

Life Saver Repair Kit Augment (Epic)

Best Healer but has long cool down on supply

Augment Price – 2000 Tk or found in regular container  

Consume 3 Repair kit per activation

Total Health Restore = 4000 Hp (+1000 Hp)

Instant Restore = 4000 Hp (+3000 Hp)

Additional Restore = 0 Hp(-1000 Hp)

Additional Restore Time = 0 sec (-2 sec)

Delay On Activation

Repair Kit = 30 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 5 sec (+5 sec)

 

Ultimate Repair Kit Augment (Epic)

Can Repair anything but long cool down on speed boost

Augment Price – 2000 Tk or found in regular container  

Consume 3 Repair kit per activation

Total Health Restore = 6000 Hp (+3000 Hp)

Instant Restore = 2000 Hp (+1000 Hp)

Additional Restore Per Sec = 2000 Hp (+1000 Hp)

Additional Restore Time = 2 sec

Delay On Activation

Repair Kit = 30 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 15 sec (+15 sec)

Mine = 0 sec 

 

Emp Protected Repair Kit Augment (Epic)

Dont get on cool down from Emp But Healing is less

Augment Price – 2000 Tk or found in regular container

Consume 4 Repair kit per activation

Total Health Restore = 2750 Hp (-250 Hp)

Instant Restore = 1750 Hp (+750 Hp)

Additional Restore Per Sec = 500 Hp (-500 Hp)

Additional Restore Time = 2 sec

Delay On Activation

Repair Kit = 30 sec

Double Armour = 0 Sec (-5 sec)

Double Damage = 5 sec

Speed Boost = 5 sec (+5 sec)

Mine = 15 sec (+15 sec)

 

Pulse Repair Kit Augment (Emp Protected) (Passive) (Legendary)

Can repair automatically but consumes too many repair kits and it can also work under Emp influence 

Augment Price – 5000 Tk or found in regular container

Consume 1 Repair kit per 200 health point recover

Restore Per Sec = 200 Hp (-750 Hp)

Consumes automatically

Delay On Activation

Repair Kit = 0 sec (-30 sec)

Double Armour = 0 Sec (-5 sec)

Double Damage = 0 sec(-5 sec)

Speed Boost = 0 sec

Mine = 60 sec (+60 sec)

 


Double Armour Augments Below 

Spoiler

 

Double Armour Basic

Price - 50 Crystals

Consume 1 Double Armour per activation

Total Health Boost = 50%

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 30 Sec

Double Damage = 10 sec

Speed Boost = 5 sec

Mine = 0 sec

 

Red pain illustrate reduction

Green paint illustrate benefit

Mini Double Armour Augment (Uncommon)

Faster cool down with low protection time

Augment Price – 250 Tk or found in regular container

Consume 1 Double Armour per activation

Total Health Boost = 40% (-10%)

Duration = 15 sec (-15 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 15 Sec (-15 sec)

Double Damage = 10 sec

Speed Boost = 10 sec (+5 sec)

Mine = 15 sec (+15 Sec)

 

Take and Run Double Armour Augment (Rare)

High protection but less duration

Augment Price – 1500 Tk or found in regular container

Consume 1 Double Armour per activation

Total Health Boost = 60% (+10%)

Duration = 10 sec (-20 sec)

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 30 Sec

Double Damage = 10 sec

Speed Boost = 10 sec (+5 sec)

Mine = 0 sec

 

Overtaking Double Armour Augment (Rare)

Slightly high protection with no cool down on double damage

Augment Price – 1500 Tk or found in regular container

Consume 2 Double Armour per activation

Total Health Boost = 55% (+5 %)

Duration = 30 sec

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 30 Sec

Double Damage = 0 sec(-10 sec)

Speed Boost = 15 sec (+15 sec)

Mine = 5 sec (+5 sec)

 

Tactical Double Armour Augment (Rare)

High protection longer cool down

Augment Price – 1500 Tk or found in regular container

Consume 2 Double Armour per activation

Total Health Boost = 60% (+10%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 30 Sec

Double Damage = 10 sec

Speed Boost = 15 sec(+15 sec)

Mine = 0 sec

 

Dodge and Run Double Armour Augment (Epic)

Heavy protection for shot duration

Augment Price – 2000 Tk or found in regular container

Consume 2 Double Armour per activation

Total Health Boost = 75% (+25%)

Duration = 10 sec (-20 sec)

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 30 Sec

Double Damage = 5 sec (-5 sec)

Speed Boost = 10 sec (+10 sec)

Mine = 10 sec (+10 sec)

 

Armour Shield Double Armour Augment (Epic)

Heavy protection but longer cool down

Augment Price – 2000 Tk or found in regular container

Consume 3 Double Armour per activation

Total Health Boost = 65% (+15%)

Duration = 25 sec (-5 sec)

Delay On Activation

Repair Kit = 10 sec (+10 sec)

Double Armour = 30 Sec

Double Damage = 10 sec

Speed Boost = 10 sec (+10 sec)

Mine = 0 sec

 

Emp Protected Double Armour Augment (Epic)

Emp dont put this supply on cool down

Augment Price – 2000 Tk or found in regular container

Consume 4 Double Armour per activation

Total Health Boost = 45% (-5%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 30 Sec

Double Damage = 10 sec

Speed Boost = 10 sec (+10 sec)

Mine = 10 sec (+10 sec)

 

Constant Double Armour Augment (Passive) (Legendary)

Can protect you every sec but consumed too many double armour

Will work constantly without any cool down 

Augment Price – 5000 Tk or found in regular container

Consume 1 Double Armour per 10 sec

Total Health Boost = 50%

Automatically consumed

Delay On Activation

Repair Kit = 0 sec

Double Armour = 0 Sec (-30 sec)

Double Damage = 0 sec(-10 sec)

Speed Boost = 0 sec

Mine = 65 sec (+65 sec)



Double Damage Augments Below 

Spoiler

 

Double Damage Basic

Price – 50 Crystals

Consume 1 Double Damage per activation

Total Damage Boost = 50%

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 10 Sec

Double Damage = 30 sec

Speed Boost = 5 sec

Mine = 0 sec

 

Red pain illustrate reduction

Green paint illustrate benefit

 

Mini Double Damage Augment (Uncommon)

Quick reload but less damage boost

Augment Price – 250 Tk or found in regular container

Consume 1 Double Damage per activation

Total Damage Boost = 40% (-10%)

Duration = 15 sec (-15 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 10 Sec

Double Damage = 15 sec (-15 sec)

Speed Boost = 10 sec (+5 sec)

Mine = 15 sec (+15 sec)

 

Attack and Run Double Damage Augment (Rare)

High damage for short duration

Augment Price – 1500 Tk or found in regular container

Consume 1 Double Damage per activation

Total Damage Boost = 60% (+10%)

Duration = 10 sec (-20 sec)

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 10 Sec

Double Damage = 30 sec

Speed Boost = 10 sec(+10 sec)

Mine = 0 sec

 

Aggressive Double Damage Augment (Rare)

Slightly high damage 

Augment Price – 1500 Tk or found in regular container

Consume 2 Double Damage per activation

Total Damage Boost = 55% (+5%)

Duration = 30 sec

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 0 sec (-10 sec)

Double Damage = 30 sec

Speed Boost = 15 sec (+15 sec)

Mine = 5 sec (+5 sec)

 

Tactical Double Damage Augment (Rare)

Good Double damage  but longer cool down  on speed boost

Augment Price – 1500 Tk or found in regular container

Consume 2 Double Damage per activation

Total Damage Boost = 60% (+10%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 10 Sec

Double Damage = 30 sec

Speed Boost = 15 sec (+15 sec)

Mine = 10 sec (+10 sec)

 

Hit and Hide Double Damage Augment (Epic)

Heavy damage for short duration

Augment Price – 2000 Tk or found in regular container

Consume 2 Double Damage per activation

Total Damage Boost = 75% (+25%)

Duration = 10 sec (-20 sec)

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 sec (-5 sec)

Double Damage = 30 sec

Speed Boost = 10 sec (+10 sec)

Mine = 10 sec (+10 sec)

 

Hyper Double Damage Augment (Epic)

High damage with slightly low duration

Augment Price – 2000 Tk or found in regular container

Consume 3 Double Damage per activation

Total Damage Boost = 65% (+15%)

Duration = 25 sec (-5 sec)

Delay On Activation

Repair Kit = 10 sec (+10 sec)

Double Armour = 10 Sec

Double Damage = 30 sec

Speed Boost = 10 sec (+10 sec)

Mine = 0 sec

 

Emp Protected Double Damage Augment (Epic)

It can work under Emp influence

Augment Price – 2000 Tk or found in regular container

Consume 4 Double Damage per activation

Total Damage Boost = 45% (-5%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 10 Sec

Double Damage = 30 sec

Speed Boost = 10 sec (+10 sec)

Mine = 10 sec (+10 sec)

 

Constant Double Damage Augment (Emp protected) (Passive) (Legendary)

Constant high damage but high double damage consumption

Will work constantly without any cool down 

Augment Price – 5000 Tk or found in regular container

Consume 1 Double Damage per 10 sec

Total Damage Boost = 50%

Automatically consumed

Delay On Activation

Repair Kit = 0 sec

Double Armour = 0 Sec (-10 sec)

Double Damage = 0 sec (-30 sec)

Speed Boost = 0 sec

Mine = 65 sec (+65 sec)

 

 

 

 

 

Speed boost Augments Below 

Spoiler

 

Speed Boost Basic

Price- 50 Crystals

Consume 1 Speed Boost per activation

Total Speed Boost = 50%

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 30 sec

Mine = 0 sec

 

Red pain illustrate reduction

Green paint illustrate benefit

 

Mini Speed Boost Augment (Uncommon)

Quick speed boost with low speed boost power

Augment Price – 250 Tk or found in regular container

Consume 1 Speed Boost per activation

Total Speed Boost = 40% (-10%)

Duration = 15 sec (-15 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 15 sec (-15 sec)

Mine = 20 sec (+20 sec)

 

Grab and Run Speed Boost Augment (Rare)

Faster speed boost for short duration

Augment Price – 1500 Tk or found in regular container

Consume 1 Speed Boost per activation

Total Speed Boost = 60% (+10%)

Duration = 10 sec (-20 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 30 sec

Mine = 10 sec (+10 sec)

 

Aggressive Speed Boost Augment (Rare)

Slightly better speed boost with 0 cool down on double damage

Augment Price – 1500 Tk or found in regular container

Consume 2 Speed Boost per activation

Total Speed Boost = 55% (+5%)

Duration = 30 sec

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 0 sec(-5 Sec)

Speed Boost = 30 sec

Mine = 10 sec (+10 sec)

 

Tactical Speed Boost Augment (Rare)

Good speed boost but longer double damage cool down

Augment Price – 1500 Tk or found in regular container

Consume 2 Speed Boost per activation

Total Speed Boost = 60% (+10%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 10 sec (+5 sec)

Speed Boost = 30 sec

Mine = 5 sec (+5 sec)

 

Cover Taking Speed Boost Augment (Epic)

High Speed for limited time

Augment Price – 2000 Tk or found in regular container

Consume 2 Speed Boost per activation

Total Speed Boost = 75% (+25%)

Duration = 10 sec(-20 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 30 sec

Mine = 15 sec (+15 sec)

 

Hyper Speed Boost Augment (Epic)

Great speed boost but Longer cool down on mine and repair kit

Augment Price – 2000 Tk or found in regular container

Consume 3 Speed Boost per activation

Total Speed Boost = 65% (+15%)

Duration = 25 sec (-5 sec)

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 30 sec

Mine = 10 sec (+10 sec)

 

Emp Protected Speed Boost Augment (Epic)

Emp cant disable this supply but less speed boost

Augment Price – 2000 Tk or found in regular container

Consume 4 Speed Boost per activation

Total Speed Boost = 45% (-5%)

Duration = 30 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 30 sec

Mine = 15 sec (+15 sec)

 

Constant Speed Boost Augment (Emp Protected) (Passive) (Legendary)

High speed boost consumption with static speed boost

Will work constantly without any cool down 

Augment Price – 5000 Tk or found in regular container

Consume 1 Speed Boost per 10 sec

Total Speed Boost = 50%

Consumes Automatically

Delay On Activation

Repair Kit = 0 sec

Double Armour = 0 Sec (-5 sec)

Double Damage = 0 sec (-5 sec)

Speed Boost = 0 sec (-30 sec)

Mine =55 sec (+55 sec)

 

Mine Augments below 

Spoiler

 

 

 

Mine Basic

Price – 50 Crystals

Consume 1 Mine per activation

Min Mine Damage = 1200

Max Mine Damage = 2400

Plant Time = 1 sec

Activation time = 1 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 0 sec

Mine = 30 sec

 

Red pain illustrate reduction

Green paint illustrate benefit

 

Quick Mine Augment (Uncommon)

Faster mine but lower damage

Augment Price – 250 Tk or found in regular container

Consume 1 Mine per activation

Min Mine Damage = 500 (-700)

Max Mine Damage = 1000 (-1400)

Plant Time = 0.5 sec (-0.5)

Activation time = 0.5 sec (-0.5)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 5 sec (+5 sec)

Mine = 15 sec (+15 sec)

 

Offensive Mine Augment (Rare)

Slightly low damage but faster plant and trigger

Augment Price – 1000 Tk or found in regular container

Consume 1 Mine per activation

Min Mine Damage = 1000 (-200)

Max Mine Damage = 2000 (-400)

Plant Time = 0.75 sec (-0.25 sec)

Activation time = 0.75 sec (-0.25 sec)

Damage radius decrease by 25%

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 5 sec(+5 sec)

Mine = 30 sec

 

Defensive Mine Augment (Rare)

Double damage but longer plantation and trigger time

Augment Price – 1000 Tk or found in regular container

Consume 2 Mine per activation

Min Mine Damage = 2400 (+1200)

Max Mine Damage = 4800 (+2400)

Plant Time = 2 .25 sec (+1.25 sec)

The mine will plant immediately after pressing key however it will not trigger any enemy till plantation time

Activation time = 1.25 sec (+0.25 sec) 

Once planting time is completed then triggering time start 

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 5 sec (+5 sec)

Mine = 30 sec

 

Friendly Healer Mine Augment (Rare)

A mine that heal ally on instant plantation within radius

Augment Price – 1000 Tk or found in regular container

Consume 4 Mine per activation

Gain 2 points per ally heal

Min Mine Heal = 250

Max Mine Heal = 1000

Plant Time = 0.1 sec (-0.9 sec)

Activation time = 0.1 sec (-0.9 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 30 sec

 

Mega Mine Augment (Epic)

Extreme power mine with longer plantation and trigger time

Augment Price – 2000 Tk or found in regular container

Consume 6 Mine per activation

Min Mine Damage = 7500 (+6300)

Max Mine Damage = 15000 (+12600)

Plant Time = 2.75 sec (+1.75 sec)

The mine will plant immediately after pressing key however it will not trigger any enemy till plantation time

Activation time = 1.75 sec (+0.75 sec)

Once planting time is completed then triggering time start 

Area of damage is doubled

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 30 sec

 

Ignite Mine Augment (Ignite Enemy) (Epic)

Enemy get ignite for 5 sec dealing more damage but take longer to damage

Augment Price – 2000 Tk or found in regular container

Consume 4 Mine per activation

Min Mine Damage = 900 (-300)

Max Mine Damage = 1800 (-600)

Ignite enemy for 5 sec dealing 1500 damage

Plant Time = 1 sec

Activation time = 1 sec

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 30 sec

 

Freezing Mine Augment (Freeze Enemy) (Epic)

Partially freezes enemy for 5 sec  deal less damage

Augment Price – 2000 Tk or found in regular container

Consume 4 Mine per activation

Freeze enemy partially for 5 sec

Min Mine Damage = 800 (-400)

Max Mine Damage = 1600 (-800)

Plant Time = 0.75 sec (-0.25 sec)

Activation time = 0.75 sec (-0.25 sec)

Delay On Activation

Repair Kit = 0 sec

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 15 sec (+15 sec)

Mine = 30 sec

 

 

Stun Mine Augment (Emp Protected) (Stun enemy) (Legendary)

Stun enemy for 3 sec but deal very low damage

Augment Price – 4000 Tk or found in regular container

Consume 10 Mine per activation

Min Mine Damage = 400 (-800)

Max Mine Damage = 800 (-1600)

Stun Enemy for 3 Sec

Plant Time = 1 sec

Activation time = 0.75 sec (-0.25 sec)

Area of detection to trigger is doubled

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 30 sec

 

Supply Remover Mine Augment (Emp Protected) (Legendary)

Can remove enemy supplies but take longer to plant and trigger

Augment Price – 4000 Tk or found in regular container

Consume 10 Mine per activation

Min Mine Damage = 750 (-450) 

Max Mine Damage = 1500 (-900)

Plant Time = 3.5 sec (+2.5 sec)

The mine will plant immediately after pressing key however it will not trigger any enemy till plantation time

Activation time = 1.5 sec (+0.5 sec)

Once planting time is completed then triggering time start 

Remove supplies and put them on 5 sec delay

Delay On Activation

Repair Kit = 5 sec (+5 sec)

Double Armour = 5 Sec

Double Damage = 5 sec

Speed Boost = 10 sec (+10 sec)

Mine = 30 sec

 

 

 

 

Battery Augments Below 

Spoiler

 

Satisfied Battery Augment (Uncommon)

Augment Price – 500 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shut down automatically (Automatically stop consuming) after scoring 125+ points

 

 

Smart Battery Augment (Rare)

Augment Price – 1000 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shut down automatically (Automatically stop consuming) when resources are unavailable

(That means if drone require 3 double damage to activate but the player run out of double damage then this battery automatically stop using)

 

Efficient Battery Augment (Epic)

Augment Price – 2000 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shutdown automatically(Automatically stop consuming) after when player take top 3 position in team and reactive when player get out of top three position

 

Save While Losing Battery Augment (Epic)

Augment Price – 2000 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shut down automatically (Automatically stop consuming) when team is losing and reactivate automatically when match status change to draw

 

Save While Winning Battery Augment (Epic)

Augment Price – 2000 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shut down automatically (Automatically stop consuming) when team is winning and reactivate automatically when match status change to draw

 

Battery Saver Augment (Legendary)

Augment Price – 5000 Tk or found in regular container

Consumes 1 Battery Automatically Per Minute

Shut down automatically (Automatically stop consuming) when team is winning and reactivate when status change to draw

Shut down automatically when team is losing battle with greater difference

Difference of 3 or more flags or goals

Difference of 25 or more kills

Difference of 3 or more Juggernaut destroyed

Difference of 35 or more attacker or defender points in ASL

 

 

 

 

 

 

Edited by Soulto
  • Like 1

Share this post


Link to post
Share on other sites

3 hours ago, mjmj5558 said:

This is unfair, since if you choose light hull than you will uave less health. You can choose from speed or health. Each hull should recive the same boost.

 

I did different boosts because light hulls are faster and heavy hulls are the slowest.

3 hours ago, mjmj5558 said:

Bad idea again. This would be a complete ignoring for hunters OD which is really unfair. 

you are correct, but Tanki could add in a third effect for Hunter's Overdrive! That would still make it not bad.

Share this post


Link to post
Share on other sites

15 hours ago, thunderhunter123 said:

I had an idea of some new Hull Augments that we can add, if able:

1. Turbo: Speeds up the hull ; affected by size ; Cost is 245000 Crystals, 4990 Tankoins, etc.

  • Light Hull: +10%
  • Medium Hull: +20%
  • Heavy Hull: +30%

2. Heat/Cold Combo: Provides 75% resistance on Fire and Freezing effects ; Available as an Legendary/Exotic item from Containers, etc.

3. Stun/EMP Combo: Provides Immunity for Stun and EMP ; Available as an Legendary/Exotic item from Containers, etc.

If you have more ideas, then you can add it in.

2) Since 50% resistance costs 245k crystals, what do you think a combo with more resistance would cost?

3) So completely nullify Hunter OD?  What suggestion are you coming up with for completely nullifying Hornet OD?

Since 3 is not even close to reasonable and both are severe P2W... ?

  • Like 2

Share this post


Link to post
Share on other sites

8 minutes ago, wolverine848 said:

2) Since 50% resistance costs 245k crystals, what do you think a combo with more resistance would cost?

 

Yeah, that's why I included "Available as a Legendary/Exotic item from Containers, etc."

9 minutes ago, wolverine848 said:

3) So completely nullify Hunter OD?  What suggestion are you coming up with for completely nullifying Hornet OD?

 

Yeah, but Tanki can add in a third effect for Hunter's Overdrive. This can still make it powerful. Plus only a few people would have combos because they are legendary or exotic drops.

  • Like 1

Share this post


Link to post
Share on other sites

21 minutes ago, thunderhunter123 said:

Yeah, that's why I included "Available as a Legendary/Exotic item from Containers, etc."

Yeah, but Tanki can add in a third effect for Hunter's Overdrive. This can still make it powerful. Plus only a few people would have combos because they are legendary or exotic drops.

Who get hull augments? Buyers. Why do you buyers to be even stronger?

  • Like 1

Share this post


Link to post
Share on other sites

you're right. i just thought we could add this for a little more spice into the game.

We don't need to. I just wanted to give this idea as a way to play with the brain. It can help create other ideas later.

 

Share this post


Link to post
Share on other sites

3 hours ago, thunderhunter123 said:

Yeah, that's why I included "Available as a Legendary/Exotic item from Containers, etc."

Yeah, but Tanki can add in a third effect for Hunter's Overdrive. This can still make it powerful. Plus only a few people would have combos because they are legendary or exotic drops.

Keep going - now do Hornet.

  • Like 2

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

Keep going - now do Hornet.

I'm not sure of what to do for hornet. I just thought these augments were good ideas. They are over-powered in deed. We don't need them. I just wanted to show that we can combine and change up the combinations and stuff.

The game will balance things later on, if needed. 

Feel free to put in ideas of your own if you have.

Share this post


Link to post
Share on other sites

22 hours ago, thunderhunter123 said:

2. Heat/Cold Combo: Provides 75% resistance on Fire and Freezing effects ; Available as an Legendary/Exotic item from Containers, etc.

3. Stun/EMP Combo: Provides Immunity for Stun and EMP ; Available as an Legendary/Exotic item from Containers, etc.

I don't see how relevant it is to introduce yet another upgrade for augments. We already have Heat/Cold Resistances for those who cannot afford Tankoins  to compensate their inability to purchase and equip immunity-augments; Heat/Cold Immunity are a direct upgrade from these augments. Having yet again an improved version of hull-augments is rather unbalanced and unneeded. 

Also, it removes the strategic aspect of augments in battle. A player has to choose what augment is best to equip during a certain match-up, introducing these augments would make gameplay rather plain and too easy for those who got their hands on them. 

  • Like 2

Share this post


Link to post
Share on other sites

Hornet: "Stealth Mode"

+User becomes untargetable by auto-aim upon activation of OD.

+Effect lasts for twenty seconds.

-Picking up flags or otherwise interacting with objectives removes the effect prematurely.

-Shafts and enemies with splash damage can still hit you.

=Replaces the Radar.

=Using this while already on the point or holding a flag will cause you to drop the flag/nothing to happen, wasting the overdrive.

Share this post


Link to post
Share on other sites

4 hours ago, thunderhunter123 said:

I'm not sure of what to do for hornet. I just thought these augments were good ideas. They are over-powered in deed. We don't need them. I just wanted to show that we can combine and change up the combinations and stuff.

The game will balance things later on, if needed. 

Feel free to put in ideas of your own if you have.

The game will balance things later on, if needed. Just read that statement again, then give your head a shake, and then enter the real world of TO, dominated by the sheer weight of the unbalanced MM and in particular HORNETS OVERDRIVE ( which by the way i love to itty little bits). 

  • Like 1

Share this post


Link to post
Share on other sites

25 minutes ago, At_Shin said:

Too long and a bit confusing.... 

What do you mean battery shutdown? 

Battery will automatically stop consuming

Share this post


Link to post
Share on other sites

On 6/17/2020 at 4:19 PM, XP_Coffee said:

Hello!  I would like to recommend changes to a few of the new status effect hull augments (heat immunity, cold immunity), as these are THE MOST unbalanced features in the game right now, in my opinion.  To begin with, the hull augments (minus heavyweight and lightweight construction) in general have no disadvantages to equipping them, they are basically just buffs to your tank, whereas the turret augments have both pros and cons that keep them within the game's balance.  Now that augments can only be obtained through fairly rare container drops and for mountains of crystals or tankoins, they definitely need to have some serious downsides in addition to the buffs to make these not an insane buyer-friendly powerup.  Yes, you can still get them as a free to play player, but I've only collected two since their addition to the game and some buyers had them all within a week (which is fair because the payed money, but still, I'd like to see some equality here).  

 

Secondly, the two hull augments that allow your tank to become immune to heating up or cooling down present a bit of an issue, as again, they have no downside to an immense benefit in battle.  In particular, when used in combination with Vulcan's Incendiary Band augment, the heat immunity augment means you can fire forever with Vulcan and light enemies on fire without suffering any damage yourself.  To fix this, I suggest that the Incendiary Band alteration becomes mutually exclusive with the Heat Immunity augment for hulls, meaning that the two cannot be equipped together.  Additionally, maybe to add a negative effect to the heat and cold immunity augments, damage from Firebird and Freeze would be increased by a percentage (10-25% maybe?) when fighting against enemies equipped with Heat and Cold Immunity Augments, just to make it a little more fair to play against them.  The other hull augments are kind of balanced right now, as their difficulty to obtain cancels out the tremendous benefits that they give. 

 

I hope this made sense, please reach out if you have suggestion or if I posted this in the wrong place.  Thank you!

That's why they changed the name from "Alterations" to "Augmnets" which means make (something) greater by adding to it; increase

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...