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Ideas for Augments!


Maf
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6 minutes ago, Maf said:

Hull augments are closer to modules, rather than turret augments. Modules don't have disadvantages, and neither do the augments. it's meant to be a direct increase of protective abilities.

With the one excpetion being Heat Immunity affecting the offensive ability of Vulcan's Incendiary band.

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1 hour ago, MurderHornet said:

With the one excpetion being Heat Immunity affecting the offensive ability of Vulcan's Incendiary band.

Yeah.... don't get me started on that. That is a stupidly overpowered strategy of just slapping a brick on a spacebar and incinerating everything.

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58 minutes ago, Intercept-1 said:

Yeah.... don't get me started on that. That is a stupidly overpowered strategy of just slapping a brick on a spacebar and incinerating everything.

The 'like' is because it works. ?

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17 hours ago, Maf said:

Hull augments are closer to modules, rather than turret augments. Modules don't have disadvantages, and neither do the augments. it's meant to be a direct increase of protective abilities.

But Turret augments have its disadvantages. Like, High pressure pump, increases the length, but reduces the width of the action cone of Freeze and Firebird. That's what I am talking about, like any turret augment in the game.

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16 minutes ago, MissaoGeneralissimo4 said:

But Turret augments have its disadvantages. Like, High pressure pump, increases the length, but reduces the width of the action cone of Freeze and Firebird. That's what I am talking about, like any turret augment in the game.

True, but it was decided that hull augments will not follow the same pattern. Except for heavyweight, which, for some reason, does have the disadvantage of reducing acceleration.

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19 hours ago, MissaoGeneralissimo4 said:

But Turret augments have its disadvantages. Like, High pressure pump, increases the length, but reduces the width of the action cone of Freeze and Firebird. That's what I am talking about, like any turret augment in the game.

High pressure pump are closer to Alteration than Augment, this is why they are only at 149 000 Crystal.png.
If developers reduce the drawback for them, they become more Augment than Alteration and the cost would increase to 245 000 Crystal.png.

Edited by Viking4s
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22 minutes ago, krish123_super said:

why the prices so high ... okay we can do one thing ..keep it 1000k 

then every one will buy (~_~)

These are augments that will have a big impact within the game, should not be easily accessible, whoever is really focused on support will pay any price for "Nanobots". To have Isda as before 367,500 is a low price to pay

Edited by Antonio_IsidaXT

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1 hour ago, krish123_super said:

@Maf can these be changed? ^^

Looks like it was done intentionally. You can always suggest it to be changed, but I doubt it will happen, even though I completely agree with you.

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I think this would be actually good for parkourists. Add a hull augment that decreases HP but increases the overall speed of your tank. this would be great for parkourists that dont have crisis drone or have wasp mk1. Also good for goldhunting. When you equip the augment, The HP decreases by a certain percentage but the speed is increased by some percent too. The speed boost should preferably be lower than that of crisis so that its balanced.

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You really guys don't now about the game?

There is Light Weight construction (that will reduce the hull weight) Ideal for parkour...

btw, it's with 5000 tankoins and maybe you can't get it without buying

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3 minutes ago, asem.harbi said:

You really guys don't now about the game?

There is Light Weight construction (that will reduce the hull weight) Ideal for parkour...

btw, it's with 5000 tankoins and maybe you can't get it without buying

Would be same with any other new  hull augment if introduced.

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1 hour ago, asem.harbi said:

You really guys don't now about the game?

There is Light Weight construction (that will reduce the hull weight) Ideal for parkour...

btw, it's with 5000 tankoins and maybe you can't get it without buying

I clearly mentioned wasp mk1 and if u didnt already know, wasp mk1 has the weight equivalent to lightweight hull augment so weight doesnt matter, also i mentioned non crisis players : )

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12 minutes ago, Mend said:

I clearly mentioned wasp mk1 and if u didnt already know, wasp mk1 has the weight equivalent to lightweight hull augment so weight doesnt matter, also i mentioned non crisis players : )

You clearly mentioned wasp mk1 but you have Mk7 wasp 323+ hrs... but if you mean by your suggestion just for the new players that didn't make a lot of sense.. why? because new players before WO shouldn't care about the parkour especially now WO haven't that experience in the game because the XP boost,,,, btw even though, wasp and hornet Mk1 are good for parkour for these ranks

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13 hours ago, asem.harbi said:

You clearly mentioned wasp mk1 but you have Mk7 wasp 323+ hrs... but if you mean by your suggestion just for the new players that didn't make a lot of sense.. why? because new players before WO shouldn't care about the parkour especially now WO haven't that experience in the game because the XP boost,,,, btw even though, wasp and hornet Mk1 are good for parkour for these ranks

Welp this was specifically for players with mk1 wasp and high ranks,  im pretty sure theres not a lot of new players playing the game right now, all those low rankers also have have high rank accs and i dont think u can do a lot of parkour with mk3 or mk4 even with mk1 wasp. This suggestion was specifically for parkourists in high ranks with mk1 wasps, also parkour isnt common at low ranks anyway and if you're talking about me, i started parkour pretty late and my account is irrelevant in this convo anyway.

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On 8/9/2020 at 9:36 AM, Antonio_IsidaXT said:

Isida

Improvements so that Isida is effective in supporting the team.

1º  Variable healing rate: Isida Mk7 20: Healing (HP/sec): 425-625

2º reduces the effects of status (Nanobot Support) , decrease and increase the temperature by 50% (if the ally is equipped with a resistance and is cured by an isida the effect becomes immunity)

 

Supreme Nanobot Support 

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

  • Health healed per second:+162,5% Plus.png
  • Energy consumption healing: -37,5% Plus.png
  • Cone angle: +50% Plus.png
  • Damage per second: -75% Minus.png
  •  
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Health Pulse

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

  • Health healed per second:+500% Plus.png
  • Cone angle: +50% Plus.png
  • Energy consumption healing: +150% Minus.png
  • Damage per second: -75% Minus.png

 

Astral Connection

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

Isida shares the same HP with the ally being healed Plus.pngMinus.png

  • Health healed per second:+162,5% Plus.png
  • Energy consumption healing: -37,5% Plus.png
  • Cone angle: +50% Plus.png
  • isida takes the same damage as the ally being healed Minus.png
  • Damage per second: -75% Minus.png

 

Adrenaline (Health)

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

  • Health healed per second: +100% Plus.png
  • Energy consumption healing: -37,5% Plus.png
  • Health healed: +0-39% Plus.png
  • Cone angle: +50% Plus.png
  • Damage per second: -75% Minus.png
  • Low HP % required in order to activate Minus.png

 

 

Némesis 

Price: 367.500 Crystal.png  Icon box darkviolet.png Epic:

Effects

  • Creates an energy sphere that follows an ally and heals 1050 (HP/s) 30s (disappears if the isida is killed)Plus.png
  • Reload time: -200% Plus.png
  • while the sphere is activated, the recharge time is deactivatedMinus.png
  • Damage per second: -75% Minus.png

 

 

Name

Price: 367.500 Crystal.png  Icon box darkviolet.png Epic:

Effects

  • converts HP from isida to healthPlus.png
  • Health healed per second: +200% Plus.png
  • Energy consumption healing: -37,5% Plus.png
  • Cone angle: +50% Plus.png
  • 150 (HP/s) self-damage when healing an allyMinus.png
  • Damage per second: -75% Minus.png

 

Guardian Angel

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

  • prevents an ally from exploding when it reaches 0 HPPlus.png
  • Energy consumption for health: -58,75% Plus.png 
  • Cone angle: +100% Plus.png
  • Range: +100% Plus.png
  • Damage per second: -90% Minus.png
  • Health healed per second:-75% Minus.png

 

Hel

Price: 367.500 Crystal.png Icon box darkviolet.png Epic:

Effects

1050 (HP/s) self-healing when attacking an allyPlus.png (Shot Effects: blue)

  • Removes the ability to heal allies Minus.png

 

Ísis

Price: 367.500 Crystal.png  Icon box darkviolet.png Epic:

Effects

when attacking adds 525 (HP/s) self-healing (double damage does not change healing value) Plus.png 

  • Reload time: -66% Plus.png
  • Energy consumption:+50% Minus.png
  • Removes the ability to heal allies Minus.png
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  •  

I think it would be better to make a healing turret, such as a close-range turret, a short-range turret, a medium-range turret, and a long-range turret.

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34 minutes ago, Gauss-XT said:

I think it would be better to make a healing turret, such as a close-range turret, a short-range turret, a medium-range turret, and a long-range turret.

What?

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8 minutes ago, Gauss-XT said:

we should make some another healing turret.

No, we should not.

Isida heals.  Dictator heals.  There's supply drops and supplies from garage.

That's enough healing.

And we especially don't need a healer that can heal from a distance.

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4 minutes ago, wolverine848 said:

No, we should not.

Isida heals.  Dictator heals.  There's supply drops and supplies from garage.

That's enough healing.

And we especially don't need a healer that can heal from a distance.

no, we need them.

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