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Ideas for Augments!


Maf
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3 hours ago, Spy said:

It would be more balanced if you could equip one of the resistance augments together with one of the weight augments. Rest of the hull augments are good enough by themselves.

 

You were trying to say that it would be balanced if only heat and cold resistance can be only allowed to be paired with the weight augments. and yes immunity's are good by themselves. (That Paragraph was supposed to go to @LOLKILLERTOTHEDEATHSorry If I read this wrong lol I was reading another comment XD @Spy

Edited by MysticBlood
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On 12/18/2020 at 1:20 AM, LOLKILLERTOTHEDEATH said:

If I am using heavy/light weight or heat/cold resistance, I think players should be allowed to equip another augment. Obviously, you cannot use heat resistance and immunity or heavy and light weight at once, but heavy weight and heat immunity for example. Sorry if this sounds ridiculous, but the weight augments and resistances are perhaps the weakest of the augments, so equipping something else with them would be nice. 

I am somewhat biased in this I suppose, since Viking without heavy weight is harder to use.

 

1.) That is a given 

2.) Can you please elaborate what this means I'm not sure what you are trying to say

3.) what do you mean by this??? What are you implying 

Please Clarify :)  I color coded your words to correspond with the last 2 questions so you aren't confused on what I'm asking

 

Edited by MysticBlood

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I disagree that heavyweight augment is weaker than the immunities. In fact, in capture modes I'd argue it's one of the stongest, and before hover hulls were introduced, heavy Wasp was my go-to combo for capping flags and scoring goals. And now with Hoppers being a thing, it's already hard enough to counter a Hopper with freeze or stun immunity, but put them together and it becomes literally impossible. If you wanna make the game a LOT more P2W, multiple hull augments is definitely the way to go.

The only augment combo I would allow is heat + freeze resistance, and maybe lightweight + anything. But then it just becomes confusing and unnecessarily complicated.

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5 minutes ago, Maf said:

I disagree that heavyweight augment is weaker than the immunities. In fact, in capture modes I'd argue it's one of the stongest, and before hover hulls were introduced, heavy Wasp was my go-to combo for capping flags and scoring goals. And now with Hoppers being a thing, it's already hard enough to counter a Hopper with freeze or stun immunity, but put them together and it becomes literally impossible. If you wanna make the game a LOT more P2W, multiple hull augments is definitely the way to go.

The only augment combo I would allow is heat + freeze resistance, and maybe lightweight + anything. But then it just becomes confusing and unnecessarily complicated.

Yes heavyweight can be a huge nuisance in ctf Assault and rugby.

Edited by MysticBlood

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48 minutes ago, Maf said:

I disagree that heavyweight augment is weaker than the immunities. In fact, in capture modes I'd argue it's one of the strongest, and before hover hulls were introduced, heavy Wasp was my go-to combo for capping flags and scoring goals. And now with Hoppers being a thing, it's already hard enough to counter a Hopper with freeze or stun immunity, but put them together and it becomes literally impossible. If you wanna make the game a LOT more P2W, multiple hull augments is definitely the way to go.

The only augment combo I would allow is heat + freeze resistance, and maybe lightweight + anything. But then it just becomes confusing and unnecessarily complicated.

1. I can agree that heavy weight is really effective in capture modes and sometimes can be a nuisance  too for people who especially mult. the team

2. Didn't ares came first before the weight augments existed I don't remember XD

3. I do agree with this statement

4. Yes Light weight would be nice if paired with something else since the light augment is not effective at all in a battle scenario

Edited by MysticBlood
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4 minutes ago, MysticBlood said:

2. Didn't ares came first before the weight augments existed I don't remember XD

Augments were added around april or may, Ares came in august. 

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4 hours ago, wolverine848 said:

Buyers are more likely to have more options.  So another pay-to-win layer added to the onion.

I didn't mean it would be more balanced in general, I was just talking about the idea itself.

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I dislike this idea, for a simple reason: the current system is just perfect.

1: There aren't many hull augments, so 1 slot should be more than enough

2: well, first of all, you can't protect yourself fully from on OD: you can have stun or EMP, bzt nit both. You can have stun or heat immunity but not both. (let's not talk about the hornet OD, because in my eyes, it's not an OD now, but that's a different topic.) Also, this is the only way to counter heat immunity-vulcans is applying other status effect on them, don't take away this from players.

So please, don't make two hull augment slots, because then, the OP combos would become even more overpowered. The current system is just perfect. 

Edited by mjmj5558

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Technically....this ideas would be good.......if everyone in the game owned at least 2 hull augments.

But on a serious note, it would make players who don't have augments way, way, wayyyyy more underpowered in the game.


My favorite combo is Firebird-Hunter and if I cannot burn or stun someone, I may as well quit the game and play something else more fun where I actually have a chance of winning.

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7 hours ago, MysticBlood said:

1.) That is a given 

2.) Can you please elaborate what this means I'm not sure what you are trying to say

3.) what do you mean by this??? What are you implying 

Please Clarify :)  I color coded your words to correspond with the last 2 questions so you aren't confused on what I'm asking

He means he want to use Two Augments in his hulls

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In 16v16, status effects and ODs were unavoidable.  I think if you are going to have so many people on a team you need to have more protections, both modules and hull augments.   

In 8v8, I don't see the need.  While I like playing with heavyweight, I rarely do now as almost every battle you will need some hull alteration to survive and thrive.  As said above, allowing more is only going to create further unbalance which feels like it is at its peak right now.  MM games have gotten so easy since the 16v16 experiment and so many low ranks down to Majors have been getting into legend battles and getting dissected.

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In the never ending pursuit of making money, this is not unlikely to happens; we had in the past option to use 2 turret augments.
[construction] [resistance] is the least potent,
[construction] [immunity] 
[resistance] [resistance]
[resistance] [immunity]
[immunity] [immunity]  too OP - existing overdrive with 2 effect would need to be buffed: e.g. Hopper [heat] [stun] - Hunter [stun] [emp]

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Hi, I am making a new post since the link to "Ideas for augments" seems to be broken.

The augment for Isida is as follows:

- Damage reduced by a %

- Energy is no longer used while trying to heal a full hp ally 

- While healing an ally increase their damage by a %.

- Each time an ally hits an enemy with bonus dmg Isida's energy will be used. The amount of energy used depends on the ally's turret (To make sure energy is balanced for slow and fast reload weapons).

 

This augment would basically be an offensive version of "Support nanobots".

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Instant reload augment for Thunder

When HD-skin for Hornet came out, I decide to play some battles with it and my UT-skinned Thunder. Mostly due it's look cool (OD+turret combo works meh almost as Vulkan+Viking). For sake of this combo I even change my lovely Defender to Booster (so I can at least kill someone armor-pierced). You probably see where this doing, yeah? In most cases this augment would be worthless, but for combo I described earlier it would be just perfect! Also maybe for Viking too.

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On 12/25/2020 at 4:43 AM, ArmandasBull said:

Hi, I am making a new post since the link to "Ideas for augments" seems to be broken.

The augment for Isida is as follows:

- Damage reduced by a %

- Energy is no longer used while trying to heal a full hp ally 

- While healing an ally increase their damage by a %.

- Each time an ally hits an enemy with bonus dmg energy will be used. The amount of energy used depends on the ally's turret (To make sure energy is balanced for slow and fast reload weapons).

 

This augment would basically be an offensive version of "Support nanobots".

What do you mean by "bonus damage energy will be used"??

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The idea is fairly simple to allow for a more dynamic gameplay add an option exactly like supplies but to toggle turret augment on/off without having to self destruct.

The game has become old we need a new dynamic game changer to make things more interesting without adding a new item that follows the same buff-nerf-nerf trend. *for everyone and free plz*. mostly at higher levels.

but anyone can go to garage and change equipment then why?? > garage is simply too slow and a bug [no spawn, even with normal ping] that is never going be fixed. 

 

Its not just for convenience though, It will make game more interesting.

to dev: just imagine it before rejecting.

Edited by Mirzaubaidullah
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So, for example, i have vulcan HI IB, i turn it off until i start to overheat because it deal less damage with it, then just turn it on and burn everyone? Doesn't sound so good.

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5 hours ago, Mirzaubaidullah said:

The idea is fairly simple to allow for a more dynamic gameplay add an option exactly like supplies but to toggle turret augment on/off without having to self destruct.

The game has become old we need a new dynamic game changer to make things more interesting without adding a new item that follows the same buff-nerf-nerf trend. *for everyone and free plz*. mostly at higher levels.

but anyone can go to garage and change equipment then why?? > garage is simply too slow and a bug [no spawn, even with normal ping] that is never going be fixed. 

 

Its not just for convenience though, It will make game more interesting.

to dev: just imagine it before rejecting.

So you want a Crisis drone for your turret?

Nah - this will help buyers more than anyone - since they are more likely have multiple augments for each turret.

Current model is strategic.  You have to weigh time in garage vs a diff augment. Nothing wrong with that.

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Equips Large Caliber Rounds.

Fires a shot that does 40% more damage than normal Railgun.

Turns off the alteration to have 50% faster reload.

Turns the alteration back on do deal 40% more damage.

 

For those of you who don't know, Railgun's Large Caliber Rounds alteration boosts damage by 40% but slows reload by 50%.

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