Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

21 minutes ago, E_polypterus said:

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

Firebird (Incendiary mix) Damage (HP/sec): 1050 

total damage: 10500HP

kills Heavy Hulls with 50% protection

Freeze (Corrosive mix) Damage (HP/sec): 990

total damage: 6930 HP 

kills Medium Hulls with 50% protection

Share this post


Link to post
Share on other sites

48 minutes ago, Antonio_IsidaXT said:

 245,000 is not expensive, in two weeks without premuim adds that amount.

 

For you maybe... but I don’t think it is for most people. 

40 minutes ago, Antonio_IsidaXT said:

Firebird (Incendiary mix) Damage (HP/sec): 1050 

total damage: 10500HP

kills Heavy Hulls with 50% protection

Freeze (Corrosive mix) Damage (HP/sec): 990

total damage: 6930 HP 

kills Medium Hulls with 50% protection

Those stats may seem to make the augments look powerful, but they’re characteristic effects are lost and as a Freeze user, I would never select Corrosive mix over stock or any other augment. Besides, how many of them do you see in battle? Almost none.

  • Like 1

Share this post


Link to post
Share on other sites

5 hours ago, Antonio_IsidaXT said:

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

They are not important at all - they are fringe maps - maps that specific groups like to play.  Polygon Pro is way different from Polygon MM.  And Noise - is so unbalanced it could never be adopted into MM.   

The maps you mention are smallish in size and promote lots of kills = higher battle fund.  That's why players play them.  And so Freeze and Twins and Fire and Magnum all do well because it's easy to inflict damage there.

If you go into a battle on those maps you should have the expectation you will die often.  If you don't like dying often then pick different maps.

Edited by wolverine848

Share this post


Link to post
Share on other sites

2 hours ago, E_polypterus said:

Those stats may seem to make the augments look powerful, but they’re characteristic effects are lost and as a Freeze user, I would never select Corrosive mix over stock or any other augment. Besides, how many of them do you see in battle? Almost none.

all PRO battles for patent legends have these augments!

Edited by Antonio_IsidaXT

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

If you go into a battle on those maps you should have the expectation you will die often.  If you don't like dying often then pick different maps.

Have you checked my KD? I don't mind dying, I worry about not being able to save anyone with Healing from isida. Larger maps have bigger problems, Shaft 4125 HP in a single shot, Striker average damage of 7040 HP, Gauss Min splash damage radius sniping mode (m): 20. The game is completely unbalanced.

Edited by Antonio_IsidaXT

Share this post


Link to post
Share on other sites

26 minutes ago, Antonio_IsidaXT said:

all PRO battles for patent legends have these augments!

Ok, maybe they have it. But CFT over IM 95% of them use CFT. I’ve encountered them more times than I could count... IM is hardly ever seen. 

Share this post


Link to post
Share on other sites

4 minutes ago, E_polypterus said:

Ok, maybe they have it. But CFT over IM 95% of them use CFT. I’ve encountered them more times than I could count... IM is hardly ever seen. 

your most used combination is Freeze and Wasp + Mammoth, or you are a MM battle player or you play defense, you have no experience of what I am saying

Share this post


Link to post
Share on other sites

1 hour ago, Antonio_IsidaXT said:

Have you checked my KD? I don't mind dying, I worry about not being able to save anyone with Healing from isida. Larger maps have bigger problems, Shaft 4125 HP in a single shot, Striker average damage of 7040 HP, Gauss Min splash damage radius sniping mode (m): 20. The game is completely unbalanced.

You won't be saving anyone on those maps.  They are designed for tank deaths.  PERIOD.  Any boost to Isida that will save someone on those maps will ruin the game everywhere else.

You mean striker average damage of 7040 vs heavy hull health of 8000? And Shaft is designed as a one-shot kill turret.  Go complain to Devs about that.  Or wear a shaft module. No amount of healing will prevent a one-shot kill.  You are asking for the "impossible".

Yes Gauss splash damage is ridiculous.  So is Gauss EMP.  Lots of broken items in TO - I don't deny that.

But then again - I've seen hornets with maxed out defender drone zip into bases and zip out with the flag as 3 enemies try to kill it and fail.

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

You won't be saving anyone on those maps.  They are designed for tank deaths.  PERIOD.  Any boost to Isida that will save someone on those maps will ruin the game everywhere else.

 

yes, i only talked about them why did you quote

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

You mean striker average damage of 7040 vs heavy hull health of 8000? And Shaft is designed as a one-shot kill turret.  Go complain to Devs about that.  Or wear a shaft module. No amount of healing will prevent a one-shot kill.  You are asking for the "impossible".

 Striker (Missile launcher "Cyclone") average damage of 7040 HP without Double Damage

Shaft your maximum damage should be: 3950 HP

modules are useless VS Hornet's Overdrive - Scout Radar

Share this post


Link to post
Share on other sites

1 hour ago, Antonio_IsidaXT said:

 Striker (Missile launcher "Cyclone") average damage of 7040 HP without Double Damage

Shaft your maximum damage should be: 3950 HP

modules are useless VS Hornet's Overdrive - Scout Radar

Well you didn't specify cyclone.  And it needs a lock-on.  It's a lot like shaft in that it's supposed to be a one-shot kill.  Unless you have a module too.  And Defender or Lifeguard. You have those drones - why you never bring them up?

We all know Hornet OD is broken.  So doesn't matter what improvements you want on Isida - won't make a diff. Stop refering that.  It's silly.

Share this post


Link to post
Share on other sites

5 minutes ago, Antonio_IsidaXT said:

My focus is PRO battles without supplies, Overdrives, Drones. MM battles are very unbalanced

You are suggesting balance changes that will affect the entire game based on a very specific situation.

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, Antonio_IsidaXT said:

My focus is PRO battles without supplies, Overdrives, Drones. MM battles are very unbalanced

I agree with ThirdOnion.

Having said that, could Isida use some improvement?  Sure.  Boost healing from 400/sec to 500/sec and give it a modest bump to scoring.  Can't do much more without unbalancing ALL modes.

Share this post


Link to post
Share on other sites

7 hours ago, wolverine848 said:

I agree with ThirdOnion.

Having said that, could Isida use some improvement?  Sure.  Boost healing from 400/sec to 500/sec and give it a modest bump to scoring.  Can't do much more without unbalancing ALL modes.

525 (HP/sec)

Share this post


Link to post
Share on other sites

7 hours ago, wolverine848 said:

You are suggesting balance changes that will affect the entire game based on a very specific situation.

players who use Support nanobots are rare, even if several use an isida can only cure one at a time, currently it doesn’t even do it enough

Edited by Antonio_IsidaXT

Share this post


Link to post
Share on other sites

9 hours ago, ThirdOnion said:

You are suggesting balance changes that will affect the entire game based on a very specific situation.

MM battles have a lot of defense and attack amplifiers, if there is a balance for PRO battles it is enough

Share this post


Link to post
Share on other sites

4 hours ago, Antonio_IsidaXT said:

MM battles have a lot of defense and attack amplifiers, if there is a balance for PRO battles it is enough

Problem is, anything you apply to Pro-battles also applies to MM.

Share this post


Link to post
Share on other sites

2 hours ago, wolverine848 said:

Problem is, anything you apply to Pro-battles also applies to MM.

correct, it is not possible to balance MM battles, but it is possible to stabilize PRO, currently PRO = MM = unbalanced battles

Share this post


Link to post
Share on other sites

Hey everyone, since I started playing this game again after a long break I noticed that Isida's health steal has been removed, aswell as its damage increased. In addition to the overall increase in damage and splash in the game, I found Isida to be very underwhelming (been using it a lot a long time ago)

Augment: Arcing Nanomass

Isida's Damage is reduced by 40%

Isida's Healing  is reduced by 15%

Isida's range is reduced by 15%

When healing an ally, Isida's beam can chain to an enemy tank, dealing damage.

All numbers may vary ofcourse, this is just for demonstration.

Design concept:

The idea is to give Isida a unique and prominent role of support by allowing it to participate both on the offense and defense at the cost of raw power.

Usually you'll see two types of Isidas in-game:

Offensive - Straight forward dealing damage at close range, disregarding the healing aspect.

Defensive - Usually will be in the backline, healing shafts, magnums etc. This is because Isidas tend to die to splash damage or focused fire so at long ranges you can get stay at longer distance from the tank you hear and stay under better cover.

This augment seek to achieve the following:

It allows Isida to keep it's support identity while being offensive at the same time.

Allows you to participate in kills and score points.

Provide a unique advantage in close range and confined spaces where you cannot have a firing line.

Allows for a more calculated playstyle and positioning.

Conclusion:

Overall I like having a turret specific for the role of support, however Isida does not seem to have it's unique niche of support inside of the fight.

This augment will serve players who want to go into the fray without sacrificing teamplay and the role of support.

I belive this sort of an Augment will provide a unique playstyle while maintaing a healthy balance of stats.

 

Let me know what you Think!

EDIT: fixed some grammer mistakes

Edited by TheGoinGolem
  • Like 1

Share this post


Link to post
Share on other sites

On 10/28/2020 at 2:06 PM, At_Shin said:

@TheGoinGolem 

I think it is an interesting augment idea. it will be good for supporting at your allies in a fight at melee range as the enemy near your ally (whom you are healing) will also get damaged by you.

This could be made even more powerful if the beam could damage more than one enemy near your ally with the same damage per second stat. It could make isida good for supporting a tanker while he is fighting 2-3 enemies at melee range.

I think multiple enemies would kind of break the it in terms of power, but maybe it could be a general chain, so you can damage an enemies or heal an ally and it'll chain to another tank, damaging or healind them accordingly.

This was my initial idea but I think with it being more restricted you wont have to sacrifice too much stats, making it useless

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...