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Ideas for Augments!


Maf
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There are quite a few status effects in game at the moment - fire, freeze, stun, EMP, Armor-Piercing - I think that might be all if I remember correctly. Even though one might equip something, say, EMP immunity, the moment a Firebird decides to attack them, they're toast.

The point is, the hull augments do protect against some status effects, but it would be better to have one or two more slots to place them in so one could have a better defense.

Thanks for reading; hopefully this idea can be considered.

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On 10/20/2020 at 9:50 AM, wolverine848 said:

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.


Ok... of your refuse of 2x OD (speed) charge with 100% health. You know dang well, no one could go long with out getting any damage! Even hiding in the back of their safe side of map, most chances are, some melee tank is sneaking around a corner, catch em off gaurd!! Gauranteed? No... but good chance of so. If said tanker in this scenario camping out, his absent from the fight, in of itself, will weigh the team down, which will slightly balance out the OP of getting a boost to OD. But how is a tank with a strategically manuevering OD on Hull camping out for charge any Different than a Shaft camping out, taking targets out in one shot kills? 
 But if their in back of base hiding, and they some how manage to get that full charge, they won't use it from back of base, if it only lasts them 6 seconds or whatever the duration of use is. 
Yes, you spawn and you're at 100% health, but depending where one spawns? Many times I spawn, and i'm already in the fight. So it only has that speed boost so long as they're full health. loss of just 1 hp, and now the OD is charging and standard speed. Whatever that is for this turret. I suggest the charge takes longer anyways, compared to other OD recharge times, but that's to offset the strategic advantage they get! 

As for the passive ability. If they decide to not include that? I could live with that. The main concept of The Phantom OD I wanna see is the invisibility for short time, with attack boost on first shot disengaging OD, as long as their was some of the invisibility left. No boost to attack if time runs out before firing. And yes, boost to charging OD which under regular charging takes longer than other OD's. And ofcourse, when invisible no direct shot turret can hit it, only splash damage, and area damage (firebird/frost causing area damage, thunder hitting wall causing splash damage). Yes, if an EMP, Nuke, or HOP happens near the Phantom Hull, those would have their effect on the Phantom as well, even cloaked. 

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5 minutes ago, DmanBattleMaster said:

 

I see what you mean, It seems to have been an error on our part while sorting out the Ideas into the category topics, not something that usually happens.Unfortunately there isn't much we can do at this point.

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9 hours ago, DmanBattleMaster said:

And ofcourse, when invisible no direct shot turret can hit it

Mammoth had inviciblity for only 7 seconds and they took that away.

Your suggestion is a form of that, so I don't see it happening.

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10 minutes ago, At_Shin said:

currently the only easy way to destroy a player with EMP immunity is to affect his tank with AP status effect. That would mean his defence buffs get ignored. It is easier to deal with such an enemy because his immunity can be countered.

Similarly, when a tank has AP immunity,  defence buffs such as DA, drones, etc  will get neutralised by affecting it with EMP status effect. Therefore,  his immunity has a counter. (only his modules would still give him defence buffs as they are not switched off by EMP effect).

Now you are suggesting the ability to equip both augments.  

Do you realise how powerful such a tank will be? 

It's immunities would not be countered by other status effects. 

Think about this please. 

No different than hornet remaining OP for months, no different than the flying cheat dominating battles with it's OP overdrive, did the devs think about this, we all no the answer to that, of course they thought about it, and thought what a great cash maker.

OP combos, hulls etc or now the norm when the devs bring in new changes, so who cares if it would make it powerful, more cash for the devs so i reckon it might just be a thing in the coming months. Personally i hope it does.

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On 11/2/2020 at 11:45 AM, Adriel.RB said:

 

Spongebob is a great show,  it has fun, drama, friendship... i would recommend it  to any mult adults that lost their way.
 

Kudos to PR for starting a serious post.

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Nope

Hull augments are a rock paper scissors thing, so my default hull augment would be AP immunity (if I ever get it), but that means I get no heat resistance or immunity from a supply-spamming Vulcan / Titan with incendiary band and heat immunity, but they would have no protection against my armor-piercing rounds (if I had them)

Hulls with two immunities would be OP

Edited by SporkZilla
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I think it'll be better if only two slots are made: one for any Immunity, and the other for a Resistance. Beyond that, the game will break. 

As At_Shin mentioned above, having multiple slots for hull augments would be very overpowered, especially in the case of a Titan.

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Currently these immunity are very powerful, that is equivalent to 100% protection module on one effect! Most of all they are limited to a few players. If you allow two slots of these, then it is dead end for F 2 P players. One should think of making the game more fun, not more painful...

Edited by Viking4s
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This one is for gascuss a new alteration of taking of others supplies like when the opponent has double armour of double damage and when a gascuss gives a charge shot it can disable the current using supplies only with charged shots 

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Please make all the auguments getable in crystals like there r many new auguments for Tankoins when I am a non buyer like me there r many so how ever we can save crystals like I had 245,000 crystals to buy an auguments make all the auguments for crystals make be more crystals like 400,000 but still I can make it in nearly 3-4 months but Tankoins it’s like we get very low of them I have played for 1 year I got 512 of them so please make all auguments buyable in crystals also 

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Some balance suggestions

Incendiary mix
This thing has highest damage, low energy consumption and fastest recharge out of all melees with any augments. The idea behind this augment, I think, is to convert potential  damage by afterburning into pure damage. Sometimes this potential damage stops with RK or Freezes. TL;DR: I have some math last night. So, augmented Firebird deals ~ 1 000 HP more damage than the standart one in 10 seconds. Energy consumption bonus needs to be reduced to around -25%. This change allow augmented Firebird to even have to recharge sometimes.

  • Damage per tick: +50%
  • Energy consumption: -25%
  • Afterburning effect disabled

Stable plasma
It have unnecessary bonus to impact force and decreased projectile speed. These parameters make Twins more close combat turret (so no splash meke sense). For Thunder it is the other way around, but let's talk about Twins. In very beginning this augment's purpose is to bring back old stuped Twins. So let it do it's original job. Remove the impact force and projectile speed changers. It make this augment less annoying for everyone.

  • Self-damage removed
  • Splash damage removed

Autocannon
If devs finally release projectile mechanic for Smoky, this augment need to have some serious decrease of its speed. It is very annoying augment. One of the annoyingest.

  • Reload: =0.5s
  • Recoil: -33%
  • Minimum damage: -75%
  • Maximum damage: -75%
  • Impact force: -66%
  • Projectile speed: -40%

Incendiary band

This augment was born before Heat Immunity and changes in Vulcan. Playing with this augment now is just boring (if you doesn't have Immunity, of course). To speed things up I'd reduce overheat resistance time by half, so you can use advantages of augment faster (your finger on shoot button wouldn't break). Also make the effect triggered not by overheat resistance time expiration, but by tank's temperature change. With this change you make augment independent from Immunity and make it more tactical. And for counter this I'd reduce self-heating rate.

  • Shots ignite the target
  • Maximum heating per projectile: +0.07%
  • Self-heating: -50%
  • Ignites only when tank is burning
  • Overheat resistance: -50%
  • Projectile speed: -50%

Electromagnetic accelerator "Scout"

Another annoying augment. Brother of Autocannon but for Railgun. Basically, Thunder with penetration in return of splash at first glance. But average damage and rate of fire is a little bit better than Thunder's. Obviously, instant damage delivery. And also impact force is twice. And here comes annoying part — high rate of fire with big impact force. We need to decrease it.

  • Reloading: -20%
  • Charge time: -50%
  • Maximum damage: -30%
  • Impact force: -50%

"Death Herald" compulsator

Pointless augment. There is a very little possibility that you kill tank and can shoot at another in 3 seconds. In other ways it's just standart Railgun with slower rate of fire. There is two ways to fix it. Easier one: throw it inro rare category / delete the debuff. Harder one: make it increase damage after kill for a brief time. In this case recharge needs to be decreased. So, effect of the augment will be more noticeable.

  • Destroying an enemy fully reloads the turret and gives extra damage for brief time
  • Delay time: +15%
Edited by The_Voltage

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Currently, on HTML5, when you use Magnum, it shows your the degree of elevation and the amount of charge of your Magnum. I think for stock Magnum and Harpoon, where you can't raise or lower the elevation of your barrel, the elevation marker shouldn't show, since there is absolutely no point of that. Also, the amount of charge for stock Magnum and Harpoon should also be hidden, because you can just look at the reloading bar to see how much your magnum is charged.

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Augment name: Destructive Nanobots 

Start Damage: -50% (-)

Energy Consumption: -15% (+)

Damage Percent Increase per tick: +50% (+)

Healing: -75% (-)

Cone Angle: +50% (+)

 

What does this do? It will be focused on a single target. It will be useful for taking out specific players with the goal in mind. Healing is nearly completely gone because of the Filter for the Destructive Nanobots. 

Strategy? You must be locked on a target. If your aim is knocked off, the damage resets to the weak damage. Cone increased slightly for easier aiming. The longer you are locked on someone, the more and more damage you deal.

Teammates, who push you, could knock off the aim. A stun, can reset your attack. 

Basically the opposite of Support Nanobots

For example. Normal Isida has 200 damage per tick. But this Augment forces it to have 100 start damage. Then 50% of that is 50, so the next tick is 150, 150/2 = 75. Next tick is 225.   100, 150, 225, 338, etc.

 

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14 minutes ago, yellowghetto said:

Damage: -50% (-)

Energy Consumption: -25% (+)

Damage Percent Increase per tick: +50% (+)

?

How can it have -50% damage, but +50% damage per tick?

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3 minutes ago, mjmj5558 said:

?

How can it have -50% damage, but +50% damage per tick?

For example. Normal Isida has 200 damage per tick. But this Augment forces it to have 100 start damage. Then 50% of that is 50, so the next tick is 150, 150/2 = 75. Next tick is 225. 

100, 150, 225, 338, etc. 

Edited by yellowghetto
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1 minute ago, yellowghetto said:

For example. Normal Isida has 200 damage per tick. But this Augment forces it to have 100 start damage. Then 50% of that is 50, so the next tick is 150, 150/2 = 75. Next tick is 225. 

100, 150, 225, 338, etc. 

Sounds interesting.

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13 minutes ago, mjmj5558 said:

Sounds interesting.

imagine how crazy it would be if you locked on for like say 5 seconds. Drawback is that there is little to no healing, and its initial weak damage.

It would probably be decent in 1v1 situations but bad against turrets with high impact force. Very strong against campers/snipers. It would be for defense, or an assassin role which I think is really cool.

Isida is a very mediocre turret, it would be cool see something new for Isida, just a suggestion.

Edited by yellowghetto

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