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Ideas for Augments!


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2 hours ago, TheCongoSpider said:

@Antonio_IsidaXT

 

And I hope you know that Isida's healing is fixed and does not take into account damage reducers such as double armour or protection modules. So in many cases, especially in the higher ranks, the healing is higher than the damage being dealt to the ally. 

Healing an ally with 50% modules can be used up to Mk0 isida for this. my tests all turrets are Mk7 20

Edited by Antonio_IsidaXT

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7 hours ago, Antonio_IsidaXT said:

Prolongs life is not enough for the current game with damage with absurd values. an ally healed by an isida becomes the target of more than one opponent in a real situation

Even if isida has a 50% module it will die (Medium Hulls) in 5.5 sec (Firebird Incendiary mix), by that time it will have healed 4400 HP
while Firebird damage: 5775 HP
4400-5775 = -1375 HP
 Firebird will have more 4.5 sec firing + 4725 = - 6100 HP even with an isida healing for the maximum time of their life. To cure an ally with a module, isida does not need an augmentation, so we cannot count on modules in tests.

You leave out so much of your equation just to try to prove your point.

Target has 3000 health.  6000 with module.  + Isida healing it.   PLUS target has repair kit.

Fire does 1050/sec.  = 10,500 damage total before empty.  6000 + 4400 + 1000RK = TARGET NOT DEAD.

Fire will also be taking damage from the TARGET.  (and the Isida if it is smart).  In those 10 seconds you think the Firebird will survive?

 

And you've picked basically the most OP example there is.  Incendiary Mix is a broken augment.

Now do your example with Hammer.  Or Smoky.  Or Twins.

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On 10/2/2020 at 7:58 AM, wolverine848 said:

My point is, there is no current "random chance to miss" - if you have a target lined up you hit. Period.  So you can't increase what does not exist.

And as for the OD - you basically give it immunity from ranged weapons for that period of time.  Something they nerfed from the slow-moving mammoth.

Really do not see how this can be implemented.  You need to base it on the invisibility TX had.  That's more like what Klingons/Romulan's had in Star Trek - invisibility until an attack is made.  Whether that's worth it or not I can't say.

but your missing my point... The target is Cloaked. You can't really see it. You may known it was there moments ago, but you can't see it anymore. it's cloaked. So any lock on and direct fire shots can't hit it anymore. Splash damage, yes. Now... one might say but even if target is not visible, if you send a bullet it's way, would still hit it... YEA. MAYBE... THE chance come in for the fact it's cloaked! So if it's a moderate cloak, than their is a moderate random chance your shot, direct where you THINK the target is, will actually HIT the target!! 

Your saying the random is not there, and that is correct, as of now... but neither is this cloak, introduce the random chance with the cloaking. it could even be a unique effect against the Hull. 

And yes. read my original idea. Using my idea, a tank cloaked can not attack anyone. atleast can't do so remaining cloaked. Their are various sources of media from movies, to tv shows to even games that all introduce their own idea, and copying any concept completely would possibly be a copyright issue, but take a little bit of this concept and a little bit of that concept, and they make their own idea here, and it's not violating anyone's copyright if they don't copy the concept entirely! However, I've seen, possibly in other games, where a cloaked unit has double damage if attacking out of cloak field. So if your cloak is lasting 6 seconds total, shall we say, and your 4 seconds into cloak and hit the "FIRE" button, you decloak as your turret fire. and now you no longer have that cloaked energy. It's used. can't go back in. can't "I want the final 2 seconds", none of that. You wait til the cloak recharges itself. Maybe with this OD, it takes longer to gain the ability than the other OD, however, in the meantime, you have the passive I mentioned. It's partially there, randomly phasing in/out of cloak, and the more damage you take the harder it is to phase into the partial cloak. However, if you manage to keep at 100% health, your cloak recharges faster. Not from attacking, not from capturing flags, or saving, or gaining CP points... none of that recharges your OD faster like it does for other Hulls... the only boost the OD can get, is 100% health. We all know the only way that happens is hiding out in the farthest reaching corner of map away from all the action, even than, someone might find you! So if you don't stay at 100% health, than your OD taking longer than other Hulls to gain the Cloak ability! When you do, you get double attack one shot/1st second (bonus attack depends on the turret used, Firebird vs Thunder, per se) coming out of cloak, but you lose that cloaked field til it recharges. 

Everything about my idea balances out the potential OP concept. I think it would be a great idea to still consider.

 

Edited by DmanBattleMaster

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On 10/2/2020 at 10:41 AM, wolverine848 said:

Well invisibility did not give invulnerability - no actual defense.  Was still partially visible (like a blury outline) - a la the Predator cloaking armor from the movies.

But sure, let's introduce more OP overdrives and put the final nail in the coffin.

DUDE.... THE WHOLE DANG GAME IS FULL of OP o'drive... Not yelling... i'm yelling, but not trying to yell aggressively... lol... 

my point is... A NUKE CAUSING 5K DAMAGE TAKING OUT 5X TANKS SAME TIME.... DUDE, OP!? 
an EMP shutting down a tanki or multiple tanks from doing anything momentarely... OP?
Hmmm where are they all hiding... ohh look, scan, i know where they are... OP??? 
A tank JUMPING over structures and other tanks when NO ONE ELSE CAN? OPPPP??? 

Get my drift??

Every Hull has an OP effect to it... all this does is add another concept to the mix! It's all about strategy!! 

Oh man... I almost forgot... A  speed boost with an instant touch to kill?? OP!?!?!

After walking away... I happen to remember my favorite combo... you have to see this... I have a Tier 3+ something Thunder on a Tier 2 + Viking!! One time I got lucky, everything fell in place just right... Viking rapid Fire OD came available as the Red attack fell in front of me. I was clear on other side of base and a friendly tank activated his radar... I saw a cluster of enemy tanks guarding flag other side of map. I activated rapid fire as ai collected my attack boost... and we all know thunder has splash and a long range strike... matter of seconds I shredded 5-6 tanks from across map with rapid firing double attack thunder splashing against a back wall... it was epic...   THAT... was OP was it not??? Luck that my ally scanned when rapid fire and attack both came available... yes... but... that's what the game is about. strategy. 

Edited by DmanBattleMaster
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On 10/2/2020 at 11:12 AM, asem.harbi said:

I see this topic this topic multiple times in the top of home page, but the thing restrict me from enter and read is the tall wall text, I read it till the half today just

yes. I'm very detailed... i won't deny that. but heck, it paints a better visual picture!! I'm very detailed in everything in my life. I can't ever answer a simple Yes/No question... 

I gaurantee it, ask me anything... and I will likely give an explanation for an answer when you were expecting nothing more than a few words!! That's who i am!! 

Now... if you take the time to read my entire detail, despite the sacrifice of time, it will paint a very detailed picture in your head!! That's how I roll!!!

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5 hours ago, DmanBattleMaster said:

yes. I'm very detailed... i won't deny that. but heck, it paints a better visual picture!! I'm very detailed in everything in my life. I can't ever answer a simple Yes/No question... 

I gaurantee it, ask me anything... and I will likely give an explanation for an answer when you were expecting nothing more than a few words!! That's who i am!! 

Now... if you take the time to read my entire detail, despite the sacrifice of time, it will paint a very detailed picture in your head!! That's how I roll!!!

Noice!

I return and read you topic fully from A to Z again, maybe the thing that restrict me is because im slow at reading.

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6 hours ago, DmanBattleMaster said:

but your missing my point... The target is Cloaked. You can't really see it. You may known it was there moments ago, but you can't see it anymore. it's cloaked. So any lock on and direct fire shots can't hit it anymore. Splash damage, yes. Now... one might say but even if target is not visible, if you send a bullet it's way, would still hit it... YEA. MAYBE... THE chance come in for the fact it's cloaked! So if it's a moderate cloak, than their is a moderate random chance your shot, direct where you THINK the target is, will actually HIT the target!! 

Your saying the random is not there, and that is correct, as of now... but neither is this cloak, introduce the random chance with the cloaking. it could even be a unique effect against the Hull. 

And yes. read my original idea. Using my idea, a tank cloaked can not attack anyone. atleast can't do so remaining cloaked. Their are various sources of media from movies, to tv shows to even games that all introduce their own idea, and copying any concept completely would possibly be a copyright issue, but take a little bit of this concept and a little bit of that concept, and they make their own idea here, and it's not violating anyone's copyright if they don't copy the concept entirely! However, I've seen, possibly in other games, where a cloaked unit has double damage if attacking out of cloak field. So if your cloak is lasting 6 seconds total, shall we say, and your 4 seconds into cloak and hit the "FIRE" button, you decloak as your turret fire. and now you no longer have that cloaked energy. It's used. can't go back in. can't "I want the final 2 seconds", none of that. You wait til the cloak recharges itself. Maybe with this OD, it takes longer to gain the ability than the other OD, however, in the meantime, you have the passive I mentioned. It's partially there, randomly phasing in/out of cloak, and the more damage you take the harder it is to phase into the partial cloak. However, if you manage to keep at 100% health, your cloak recharges faster. Not from attacking, not from capturing flags, or saving, or gaining CP points... none of that recharges your OD faster like it does for other Hulls... the only boost the OD can get, is 100% health. We all know the only way that happens is hiding out in the farthest reaching corner of map away from all the action, even than, someone might find you! So if you don't stay at 100% health, than your OD taking longer than other Hulls to gain the Cloak ability! When you do, you get double attack one shot/1st second (bonus attack depends on the turret used, Firebird vs Thunder, per se) coming out of cloak, but you lose that cloaked field til it recharges. 

Everything about my idea balances out the potential OP concept. I think it would be a great idea to still consider.

 

I'm not against some form of invisibility - all depends on what specifics are actually applied.

I am definitely against passive abilities.  It's all or nothing.  Charging OD and no benefits. Activate OD and use benefits.

As for 2x charging when at full health... can't support that.  Will be abused by players deliberately not interacting in the battle and selfishly hiding / avoiding enemy contact until they get the OD.  Plus they have an advantage upon spawning since they start with 100% health.  Even more impactful on larger maps when there's more time without seeing enemies.

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On 10/20/2020 at 12:47 AM, wolverine848 said:

You leave out so much of your equation just to try to prove your point.

Target has 3000 health.  6000 with module.  + Isida healing it.   PLUS target has repair kit.

Fire does 1050/sec.  = 10,500 damage total before empty.  6000 + 4400 + 1000RK = TARGET NOT DEAD.

Fire will also be taking damage from the TARGET.  (and the Isida if it is smart).  In those 10 seconds you think the Firebird will survive?

 

And you've picked basically the most OP example there is.  Incendiary Mix is a broken augment.

Now do your example with Hammer.  Or Smoky.  Or Twins.

You again ?

Twins (Heavy plasmagun):  average damage (HP/sec) = 1107

5,4 sec = 5977

Even if isida has a 50% module it will die (Medium Hulls) in 5.4 sec, by that time it will have healed 4320 HP

4320-5977= -1657 HP

Twins have infinite energy, example 4,6 sec firing + 5092 = -6749 HP

kills Medium Hulls = 2,7 sec

kills Medium Hulls + Healing = 10 sec

kills Medium Hulls (high average damage) + Healing = 7 sec

kills Medium (Double Damage)  = 1.4 sec

kills Medium Hulls (high average damage) = 1.2 sec

kills Medium Hulls (Double Damage)+ Healing = 5 sec

kills Medium Hulls (high average damage) (Double Damage) + Healing = 3,5 sec

healing too weak for absurd in-game damage

Edited by Antonio_IsidaXT

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2 hours ago, Antonio_IsidaXT said:

You again ?

Twins (Heavy plasmagun):  average damage (HP/sec) = 1107

5,4 sec = 5977

Even if isida has a 50% module it will die (Medium Hulls) in 5.4 sec, by that time it will have healed 4320 HP

4320-5977= -1657 HP

Twins have infinite energy, example 4,6 sec firing + 5092 = -6749 HP

kills Medium Hulls = 2,7 sec

kills Medium Hulls + Healing = 10 sec

kills Medium Hulls (high average damage) + Healing = 7 sec

kills Medium (Double Damage)  = 1.4 sec

kills Medium Hulls (high average damage) = 1.2 sec

kills Medium Hulls (Double Damage)+ Healing = 5 sec

kills Medium Hulls (high average damage) (Double Damage) + Healing = 3,5 sec

healing too weak for absurd in-game damage

Stop adding double-damage without DA on defender.  Else you are comparing apples to... trucks.

In your example... is the attacker taking any damage from any defender?  What if defender is ... TWINS?

Both your examples are short-range turrets.  Are they teleporting to attack range?  Or are they maybe... taking damage en route, or even being destroyed?

 

"Even if isida has a 50% module it will die (Medium Hulls) in 5.4 sec"  5977 < 6000 so... not true.

"kills Medium (Double Damage)  = 1.4 sec" ... no DA

"kills Medium Hulls (high average damage) = 1.2 sec" ... no DA ..   this is what I'm referring to.

Edited by wolverine848
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4 hours ago, wolverine848 said:

Stop adding double-damage without DA on defender.  Else you are comparing apples to... trucks.

In your example... is the attacker taking any damage from any defender?  What if defender is ... TWINS?

Both your examples are short-range turrets.  Are they teleporting to attack range?  Or are they maybe... taking damage en route, or even being destroyed?

 

"Even if isida has a 50% module it will die (Medium Hulls) in 5.4 sec"  5977 < 6000 so... not true.

"kills Medium (Double Damage)  = 1.4 sec" ... no DA

"kills Medium Hulls (high average damage) = 1.2 sec" ... no DA ..   this is what I'm referring to.

I give up on explaining to you. Play more PRO battles without supplements on the maps: noise, island, arena, farm, polygon, then you come back to speak here

Edited by Antonio_IsidaXT

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1 hour ago, Antonio_IsidaXT said:

I give up on explaining to you. Play more PRO battles without supplements on the maps: noise, island, arena, farm, polygon, then you come back to speak here

LOL I've played lots of Pro battles.  Isida is ridiculously strong there - just happens to be target #1.

But Noise, Island, Polygon?   Those are noob maps.  No wonder you are complaining.  Those maps are designed for Freeze and Fire and Twins.  Go play some real maps.

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2 hours ago, ThirdOnion said:

Would be nice if EMP Protection and Stun Protection augments which would halve the duration of the EMP and stun effects, respectively, were introduced for crystals.

1/2 EMP for many players would be more beneficial than immunity (recharge you supplies). Also with this devs need to upgrade those effects to lasts longer. Do you need that? I'm personally yes, 'cause i use EMP Salvo)

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New Augment Idea

Name: Echo

Turret: Railgun

Stats

MInimum Damage: +30%

Maximum Damage: -30%

Shot will bounce off surfaces twice

Reload: -30%

Turret rotation speed: -50%

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6 hours ago, wolverine848 said:

Isida is ridiculously strong there -

Yes, when it’s grouped with a few more Isidas alongside (even more troublesome if all of them are support nanobots). But the most OP in PRO battles is Firebird.

6 hours ago, wolverine848 said:

Those are noob maps

Polygon is good imo. It’s just too popular. Like the rest of the others. Island used to be a place where a lot  of xp farming was done(although not now, I don’t see much of them anyway). Idk why Noise is so popular tho. Sometimes I hate it, sometimes I like it?

6 hours ago, wolverine848 said:

designed for Freeze and Fire and Twin

You forgot Magnum.

Edited by E_polypterus
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8 hours ago, wolverine848 said:

LOL I've played lots of Pro battles.  Isida is ridiculously strong there - just happens to be target #1.

But Noise, Island, Polygon?   Those are noob maps.  No wonder you are complaining.  Those maps are designed for Freeze and Fire and Twins.  Go play some real maps.

? these maps are important, soon reach maps are for MM battles

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2 hours ago, E_polypterus said:

Yes, when it’s grouped with a few more Isidas alongside (even more troublesome if all of them are support nanobots). But the most OP in PRO battles is Firebird.

 

But the most OP in PRO battles is: Firebird (Incendiary mix),  Freeze (Corrosive mix) Hammer (Dragon's Breath), Twins (Heavy plasmagun), Ricochet (Plasma-torch), Smoky (Incendiary rounds), Striker (Missile launcher "Uranium"),  Vulcan (Incendiary band), Thunder ("Sledgehammer" rounds), Railgun (Large caliber rounds, Hyperspace rounds), Magnum (Mortar), Shaft (Rapid-fire mode), all turrets with Adrenaline.

the game absurdly increased the damage within the game but reduced the healing and can only equip 3 mudulos at a time.

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@Antonio_IsidaXT I agree with everything except with,

2 minutes ago, Antonio_IsidaXT said:

Firebird (Incendiary mix),  Freeze (Corrosive mix) 

Wth? They’re one of the most under powered in PRO. Compact Fuel Tanks is the most OP. How is Incendiary and corrosive mix  OP?

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6 minutes ago, E_polypterus said:

@Antonio_IsidaXT I agree with everything except with,

Wth? They’re one of the most under powered in PRO. Compact Fuel Tanks is the most OP. How is Incendiary and corrosive mix  OP?

Compact Fuel Tanks is powerful, but you only need to use a Heat Resistance to protect yourself

Edited by Antonio_IsidaXT

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On 7/12/2020 at 8:42 AM, lnvencible said:

 

 

On 8/21/2020 at 4:42 AM, yyang_tanki said:

 

 

On 8/21/2020 at 4:27 AM, yyang_tanki said:

 

Topic merged

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1 hour ago, Antonio_IsidaXT said:

Compact Fuel Tanks is powerful, but you only need to use a Heat Resistance to protect yourself

1) not everyone has them- they’re extremely expensive.

2) still CFT is more than enough to wipe out at least half of your health.

3) there are battles with augments offed, yes no CFT, but no heat resistance as well. There, stock Firebird is almost like CFT. I know only too well.

And you didn’t answer my question about how Incendiary and Corrosive mix are OP... 

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