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Ideas for Augments!


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@wolverine848 I said on/off not exchange.

@mjmj5558 @Tanker-Arthur I am aware of this dilemma. when a feature is implemented game designer considers all the possible aspects and find solution to such problems. [solutions that serves their interests]. I just gave the idea how they choose to implement it is their choice. For example after every toggle there is a 3 sec delay. however the way I would implement it is, find a way to readjust the affected parameters when exchange occurs:

on toggle: [unequipped > equip]

- LCR: dmg parameters are back to normal values | max limit parameter of reload time is set to +50% [say 0-5 > 5-10 sec].

HI+IB: to implement this they will have to fix this abomination, I guess they can apply laws of thermodynamics.

@FrozenRailgun that depends on Semyon Strizhak. u no vr to fnd hm r8

Create meme "Justin royland, Semyon Strizhak, male " - Pictures -  Meme-arsenal.com
Edited by Mirzaubaidullah

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12 minutes ago, Mirzaubaidullah said:

I said on/off not exchange.

As others have pointed out - you get an advantage with few disadvantages.

The Incendiary Band for Vulcan example given is a fine example.  Same with Rail LCR.

What is your reason for suggesting this?  Avoiding penalties?  Just don't equip the augment in the first place.

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7 minutes ago, Mirzaubaidullah said:

It can be fairly balanced depending upon how they implement. as for my reasons I mentioned them in the main post, quite simple. don't fear the change 

Not a very good (stated) reason IMO.

Being able to turn on/off turret augments does not make the game more dynamic or interesting.  And supplies are not the same - they are consumables.

Just visit your garage one time during the battle if you think the augment is not appropriate for the map.  Since you can choose the battle-mode that should not be a factor at all.  What you ask for does not need to be "balanced" since it is unecessary in the first place.

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59 minutes ago, Mirzaubaidullah said:

there are too many unnecessary things we do in life for fun and challenge. it is a game after all.

But you seem to want to have less of a "challenge"...

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I suggest to make an easy way to turn off Augments, but with Self-destruct. I play with Ricochet, I prefer to use Plasma-torch with my Hornet, but when I switch to Viking I return to stock. It's a tiring to equip/unequip the Augments every time.  But for your suggestion that without SD, it's the same when you suggest to change the turret or hull, without SD. In example with your 3 seconds in exchange, playing with stock shaft in defending, then suddenly deciding to attack with RFM, it's like changing the turret needs to have SD. And what other members did above with some examples describe precisely how in some cases it would be really OP.

Edited by asem.harbi

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11 hours ago, wolverine848 said:

But you seem to want to have less of a "challenge"...

? when everyone will be alternating augs you will find it challenging to face.

the point of interest here is not convenience but adding a whole new but simple dimension to gameplay making it a bit more complex.

just adding a little chaos thats all

Edited by Mirzaubaidullah

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2 hours ago, Mirzaubaidullah said:

? when everyone will be alternating augs you will find it challenging to face.

the point of interest here is not convenience but adding a whole new but simple dimension to gameplay making it a bit more complex.

just adding a little chaos thats all

You said toggle on/off - not alternating augs.  Which is it?

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9 hours ago, wolverine848 said:

You said toggle on/off - not alternating augs.  Which is it?

alternate or toggle both mean changing states here, as I clearly stated only two states [on | off] I shouldn't need to include every bit in discussion below the main post. though it would be fun to alt. between two augs. ;p 

Edited by Mirzaubaidullah

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On 12/27/2020 at 12:27 PM, The_one_and_only said:

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

What I had in mind was when a buffed ally deals dmg - Isida's energy will be consumed based on ally's weapon to make sure Isida can't permabuff

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On 12/27/2020 at 12:22 PM, Mirza7 said:

So what does that give isida?

[score/xp=?]

 

Probably getting score/xp just like a typical assist based on damage dealt (bonus dmg given to ally counts as your dmg for points/xp)

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Weird that there so many suggestions about Isida Augments?

But your idea is just hurting the Isida by reducing the damage incase of benefiting the allies more. I don't think any Isida player would accept that, except if it guarantee more xp.

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Ideas for Isida augments:

1) Anti-AP Nanobots: When an Isida heals an ally tank which has the AP status effect, the ally tank retains some percentage of its armor, as long as the ally Isida heals. Pretty simple.

2) Anti-AP Nanobots type 2: When an Isida has the AP status effect, and it is shooting at an enemy tank, it retains some percentage of its armor.

*armor includes the equipped protection modules, double armor supply, Titan dome protection, Defender and Crisis drones' boosted armor effects.

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11 minutes ago, Venerable said:

 

I like the idea, as there is no escaping emp and AP effects though ? it will make isida a priority target.

support nanobot already cuts damage in half. IMO just adding effect reduction to support nanobot would be alright. 

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Developers can make these kinds of augments so tankers have a wide variety of combinations to use!

Developers can add this information in battles, so tankers can see what Drone Augment a tanker is using with its Drone. If there is no Drone used, there can be a simple "--" showing no drone and augment for that tanker, just like how we have for Turret and Hull Augments and Protection Modules.

 

Brutus:

Regular- damage and protection 10%

Augment 1- damage and protection 15%, but consumes 2 of all supplies, (excluding batteries and Gold Boxes)

...

Driver:

Regular- overdrive reduction 30 seconds, recharge 15 seconds

Augment 1- overdrive reduction 50 seconds, recharge 30 seconds

...

Defender:

Regular- 100% additional Defense for 30 seconds, recharge 3 seconds, but consumes 3 Double Armor

Augment 1- 200% additional Defense for 10 seconds, recharge 5 seconds, but consumes 4 Double Armor

Augment 2- 50% additional Defense for 60 seconds, recharge 10 seconds, but consumes 2 Double Armor

...

Mechanic:

Regular- 500 HP Bonus to all tankers, 25 m radius, 7 Battle Score per tanker, recharge 30 seconds

Augment- 1000 HP Bonus to all tankers, 20 m radius, 20 Battle Score every time it's used (NOT per tanker), recharge 45 seconds

...

What do you think?

Can we get similar Drone augments like this in the future?

 

Thank you.

Edited by thunderhunter123
Changed Driver Percentages to Seconds
  • Haha 2

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This would make the current mechanics even more complex and harder to understand for players. also an unneeded change, current drones already bring plenty of variety in battles

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Tbh, anything extra in the game would be a major overkill, it's already crazy as is. If anything, maybe new hulls and new turrets and new turret/hull augs, but anything extra, is not needed.

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1. We don't need anything that will make this game more complicated and will DEFINITELY not be balanced.

2. How would Micro-upgrades even work with how you currently suggesting this? When Mechanic gets Micro-upgraded, it affects the Repair Kit boost too.

3. Driver works in seconds, not percentages.

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