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Ideas for Augments!


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4 hours ago, Spy said:

Those augments sound really annoying to deal with if you ask me.

Yes but at least its relativly balance and has cons to. Unlike incinary band with heat immunity if i were to compare those two, this idea of augment would have more consequences not making it invincible like incinaryband and heat immunity as mentioned before. 

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3 minutes ago, MysticBlood said:

Yes but at least its relativly balance and has cons to. Unlike incinary band with heat immunity if i were to compare those two, this idea of augment would have more consequences not making it invincible like incinaryband and heat immunity as mentioned before. 

Yep, true.

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1 hour ago, TotoroGod said:

This augment has too many nerfs.

What ae the nerfs to the proposed Thunder augment?  Projectile speed and splash radius?

It gains stun ability (drop the flag) but no damage nerf?

There's already enough annoying augments in the game and players would like to add more?? ??? ?

3 minutes ago, MysticBlood said:

Yes but at least its relativly balance and has cons to. Unlike incinary band with heat immunity if i were to compare those two, this idea of augment would have more consequences not making it invincible like incinaryband and heat immunity as mentioned before. 

 

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6 minutes ago, yellowghetto said:

If EMP, and Incendiary Band are still here, basic constant cheating inflicting status effects, I don't see how this wouldn't be fair. There is a Stun Immunity in the game.

Two wrongs don't make a right.

And stun immunity is not available except for a very high amount of TKs or if they add it to a Challenge gold tier.  None of my accounts have stun immunity.

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10 minutes ago, wolverine848 said:

What ae the nerfs to the proposed Thunder augment?  Projectile speed and splash radius?

It gains stun ability (drop the flag) but no damage nerf?

There's already enough annoying augments in the game and players would like to add more?? ??? ?

 

Thunder is nerfed it says only stuns by 20 percent chance. Did you read the part where the projectile speed is -50 percent meaning slower. Also @yellowghetto mentioned a -33 splash damage radius which means the damage gets weaker by splash. And finally @yellowghetto also mentioned that the stun is gonna last for 1 sec thats shorter than hoppers and hunters stun. So basically i would see the thunder augment idea fair.

Edited by MysticBlood
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5 minutes ago, wolverine848 said:

Two wrongs don't make a right.

And stun immunity is not available except for a very high amount of TKs or if they add it to a Challenge gold tier.  None of my accounts have stun immunity.

1 wrong made another wrong. Etc. What has TO done right?

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3 minutes ago, MysticBlood said:

Thunder is nerfed it says only stuns by 20 percent chance. Sid you read the part where the projectile speed is -50 percent meaning slower. Also @yellowghetto mentioned a -33 splash damage radius whixh means the damage gets weaker by splash. And finally @yellowghetto also mentioned that the stun is gonna last for 1 sec thats shorter than hoppers and hunters stun. So basically i would see the thunder augment idea fair.

Did you even read my post that you quoted?  If so, please read it again.

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Tbh interesting, but stunning a player is the most OP status effect without a doubt in many game modes, I'll follow up the post and see the ideas sent here.

I do fear this will become another 'Ultra container only' item so that's not something anyone would like either.

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16 minutes ago, Akame said:

Tbh interesting, but stunning a player is the most OP status effect without a doubt in many game modes, I'll follow up the post and see the ideas sent here.

I do fear this will become another 'Ultra container only' item so that's not something anyone would like either.

What's to say burning from Vulcan and EMP is not OP.

Remember, the stun is 1 second, Gauss's supershot cannot splash effect, and Thunder is by complete chance. It also majorly decreases its splash distance.

It also isn't like Sledgehammer Rounds where Thunder can dish out shots quickly.

Edited by yellowghetto
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18 minutes ago, yellowghetto said:

What's to say burning from Vulcan and EMP is not OP.

Remember, the stun is 1 second, Gauss's supershot cannot splash effect, and Thunder is by complete chance. It also majorly decreases its splash distance.

It also isn't like Sledgehammer Rounds where Thunder can dish out shots quickly.

two words for ya.

Assault

Viking OD

OK - 3 words...

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10 minutes ago, yellowghetto said:

What's to say burning from Vulcan and EMP is not OP.

Remember, the stun is 1 second, Gauss's supershot cannot splash effect, and Thunder is by complete chance. It also majorly decreases its splash distance.

Oh those are OP, just those are statuses I rank not at the top.

For me, the ones I class as top tier statuses are:

  1. Stun
  2. AP
  3. EMP
  4. Burn
  5. Freeze

In most game modes, stunning a player is the worst thing for many, stops a rampaging Viking, makes enemies drop ball/flags, etc.

EMP I can face without ever needing EMP immunity. As for IB players, Yes they are annoying, but nothing compared to getting stunned.

I rank AP above EMP because it renders all defence useless, whereas EMP only removes supplies, Dome effects may still be active and modules too.

Freeze is annoying but its not often people use cryo rounds which relies on crits or shock freeze which requires melee range.

Now if we say DM modes, that may be different slightly, but also depends.

IB becomes useless because many people actually use Heat Immunity including the vulcan players, and then EMP immunities are fairly common. A bunch of AP immunities for Viking which is a common MM hull. Cold immunity also exists majorly in the Hopper Community.

But stun immunity is probably the most rare out of this, hence may change up the diversity and balance. 

I do use stun immunity often when I'm not using my vulcan adrenaline, but I personally feel getting stunned is the most annoying thing ever right now, even with the existence of abominations like EMP Salvo.

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4 minutes ago, Akame said:

I do use stun immunity often when I'm not using my vulcan adrenaline, but I personally feel getting stunned is the most annoying thing ever right now, even with the existence of abominations like EMP Salvo.

Stun is annoying (especially when playing Hunter and it's against Hopper) but I don't think anything can top the Gauss EMP.

But maybe because that's a ranged shot and currently all stuns must be at close range.

Smoky cryo rounds are a close cousin (and last longer) but at least you can hang onto the flag in Assault.

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5 minutes ago, wolverine848 said:

Stun is annoying (especially when playing Hunter and it's against Hopper) but I don't think anything can top the Gauss EMP.

But maybe because that's a ranged shot and currently all stuns must be at close range.

Smoky cryo rounds are a close cousin (and last longer) but at least you can hang onto the flag in Assault.

Yeah everyone has their own feels for what annoys them tbh, main reason why EMP isnt as annoying for me is granted due to me using a 50% module which is essentially a built in DA to put it wrongly, so my point may be pretty biased too.

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Great Alterations :D
 

Spoiler

I actually wanted stock Gauss to have a stunning effect originally lol. It would've made it more unique than what it is now, which is basically a Thunder, Shaft, Striker, and Railgun all mixed together.

 

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20 hours ago, yellowghetto said:

Stunning Rounds or Stunning Salvo.

If this becomes a real Augment for Thunder:

  • It will happen by chance for about 20%. Kind of like Smoky's critical shot. 
  • It can be splashed to all nearby enemies.
  • Stun will last only for 1 second, forcing the hull to have to accelerate again. 
  • Projectile speed -50%
  • Unlike a Freeze like Smoky's Cryo Rounds Augment, some hulls may accelerate much faster.
  • Like all Stuns, you will drop the flag or ball.
  • Splash Radius -33%

If this becomes a real Augment for Gauss:

  • Requires a full lock-on to the target to apply this status effect.
  • It will NOT splash onto nearby enemies like the Armor-Piercing Salvo Augment.
  • Super Shot Splash Damage -75%. 
  • Splash Damage -25%.
  • Splash Radius for Arcade shots. +25%
  • Like all Stuns, you will drop the flag or ball. The major damage nerf counters this. 
  • Stun Duration is 1 second.

Thunder augment first. 

I really doubt people wanna gamble in a situation like before the flag gets capped, talking about the chance for the augment to work. A augment IMO should be reliable and not chance based, that's what all augments so far do. Smoky is a exception since it always had the critical shot chance and it's part of the deafult smoky whilst Thunder has no critical shot. The devs only replaced the smoky critical with different effects like Freeze and Fire. The augment does what would the normal smoky do, it causes a chance to get a effect or a critical shot. 

Splashing all nearby enemies seems a bit tuff, Stunning the whole team in a siege game can make a big difference, especially since u didn't specify if the stun ability would affect titan's dome, I assume not because that'd be too much for the game. BUT hear me out, We don't have 1 turret that has a stun effect as a ability.

If you wanted this augment to be team based it is very much gonna be OP especially with Stun the whole enemy situations or when someone takes the flag or defends with such a ability. 

Now Gauss: 

Requires a full lock-on to apply the status effect. Well.. I don't think we need to add more value to Stun Immunity than it already has, EMP is rare and I get more annoyed by Stun than rather EMP, that's my subjective opinion. 

No splash damage in full lock-on I assume, Kind of ruins the fun for gauss players and makes thunder a bit more "useful" if u added the same chance base onto gauss I might like it but I still don't like unreliable augments since what they do is always known and you know what u are buying and with the "rent" option gone, I wouldn't wanna risk it if it was in the garage like a normal augment.

Sniping mode splash damage is -75%, I hate this a lot since the effect won't be applied to enemies and the splash damage is just bad and protections are very much a part of this game and gauss is among the most used ones. 

Splash damage -25% of the max damage is 207.5 round it up, 208. 

Splash radius for arcade shots +25% - well this is a interesting one, the only one to get a buff because it seems like it's useless to me since I never have more than 2 enemies on me and the status effect won't even get applied, so might as well this be one of the gauss hopper crisis situations and just run from the enemy. 

Stun duration is 1 second, I'll let this pass, it takes 5 seconds to take the flag after u got stunned and close combat with gauss alt is impossible to kill someone so u rely on your teammates and most people play for themselves when in MM. 

 

Also side note - A smoky Stun Augment MIGHT be something they add in the future, it could work but the chance would need to be very low for it to be balanced.

 

I only expressed my thoughts about the nerfs, let me know if u agree or disagree with a explanation why you disagree. See you ! 

 

 

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I'd like to see more Gauss and Thunder augments. Gauss have so many parameters for playing with them. Thunder just my most beloved turret. As for stun: it maybe best for Stricker's augment (like one stun rocket in salvo) or Smoky's ('cause it is already have luck mechanic) and maaaybe Hammer's (when all bullets hits the target and only one stun-shot in the clip)

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2 hours ago, The_Voltage said:

I'd like to see more Gauss and Thunder augments. Gauss have so many parameters for playing with them. Thunder just my most beloved turret. As for stun: it maybe best for Stricker's augment (like one stun rocket in salvo) or Smoky's ('cause it is already have luck mechanic) and maaaybe Hammer's (when all bullets hits the target and only one stun-shot in the clip)

I think the easiest way of balancing a stun augment is not adding them to the game. The original feature of the augments was to modify some statistics if turret, with making them better for a specific thing, but worser for something else. These shouldn't add new effects to turrets, only modify the current ones. Also, if we will have more status effect augments, it will totally make ODs and protections useless. What's the point of protections if augments can apply an irritatings status effect to you, making you an easy target?

In my opinion, the currebt status effect augments should be reworked, making them less effective in applying the status effect/ nerfing down the effect of the statzs effecty but buffing their damage dealing ability.

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3 hours ago, Excited said:

Thunder augment first. 

I really doubt people wanna gamble in a situation like before the flag gets capped, talking about the chance for the augment to work. A augment IMO should be reliable and not chance based, that's what all augments so far do. Smoky is a exception since it always had the critical shot chance and it's part of the deafult smoky whilst Thunder has no critical shot. The devs only replaced the smoky critical with different effects like Freeze and Fire. The augment does what would the normal smoky do, it causes a chance to get a effect or a critical shot. 

Splashing all nearby enemies seems a bit tuff, Stunning the whole team in a siege game can make a big difference, especially since u didn't specify if the stun ability would affect titan's dome, I assume not because that'd be too much for the game. BUT hear me out, We don't have 1 turret that has a stun effect as a ability.

If you wanted this augment to be team based it is very much gonna be OP especially with Stun the whole enemy situations or when someone takes the flag or defends with such a ability. 

Now Gauss: 

Requires a full lock-on to apply the status effect. Well.. I don't think we need to add more value to Stun Immunity than it already has, EMP is rare and I get more annoyed by Stun than rather EMP, that's my subjective opinion. 

No splash damage in full lock-on I assume, Kind of ruins the fun for gauss players and makes thunder a bit more "useful" if u added the same chance base onto gauss I might like it but I still don't like unreliable augments since what they do is always known and you know what u are buying and with the "rent" option gone, I wouldn't wanna risk it if it was in the garage like a normal augment.

Sniping mode splash damage is -75%, I hate this a lot since the effect won't be applied to enemies and the splash damage is just bad and protections are very much a part of this game and gauss is among the most used ones. 

Splash damage -25% of the max damage is 207.5 round it up, 208. 

Splash radius for arcade shots +25% - well this is a interesting one, the only one to get a buff because it seems like it's useless to me since I never have more than 2 enemies on me and the status effect won't even get applied, so might as well this be one of the gauss hopper crisis situations and just run from the enemy. 

Stun duration is 1 second, I'll let this pass, it takes 5 seconds to take the flag after u got stunned and close combat with gauss alt is impossible to kill someone so u rely on your teammates and most people play for themselves when in MM. 

 

Also side note - A smoky Stun Augment MIGHT be something they add in the future, it could work but the chance would need to be very low for it to be balanced.

 

I only expressed my thoughts about the nerfs, let me know if u agree or disagree with a explanation why you disagree. See you ! 

 

 

Again, imagine Thunder's splash radius cut by 33%. That's a whole THIRD gone!

Gauss's supershot stun will not splash, just like the Armor-Piecing Salvo Augment.

3 hours ago, The_Voltage said:

I'd like to see more Gauss and Thunder augments. Gauss have so many parameters for playing with them. Thunder just my most beloved turret. As for stun: it maybe best for Stricker's augment (like one stun rocket in salvo) or Smoky's ('cause it is already have luck mechanic) and maaaybe Hammer's (when all bullets hits the target and only one stun-shot in the clip)

Striker? Interesting, I love Thunder too, but it is so outdated. It's why I tried to come up with something new for it to make it more interesting.

 

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42 minutes ago, mjmj5558 said:

I think the easiest way of balancing a stun augment is not adding them to the game. The original feature of the augments was to modify some statistics if turret, with making them better for a specific thing, but worser for something else. These shouldn't add new effects to turrets, only modify the current ones. Also, if we will have more status effect augments, it will totally make ODs and protections useless. What's the point of protections if augments can apply an irritatings status effect to you, making you an easy target?

In my opinion, the currebt status effect augments should be reworked, making them less effective in applying the status effect/ nerfing down the effect of the statzs effecty but buffing their damage dealing ability.

Immunities, one second stuns. Hmmm

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3 hours ago, Excited said:

Stun duration is 1 second, I'll let this pass, it takes 5 seconds to take the flag after u got stunned

Not in assault.  The moment you drop the flag it returns - immediately.

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6 hours ago, wolverine848 said:

Not in assault.  The moment you drop the flag it returns - immediately.

And that's why I doubt they gonna add this as a augment, assault would be ruined unless changes made to the stun augment and not the stun mechanic so other ODs would work like they do now.

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sounds bad.

Stun is a bad mechanic per se, it's so stupid how it requires hoppers to press 1 key to return the flag SO EASILY!

now imagine a hopper/gauss/thunder with this, LEL

No thanks

Edited by Emil
Kindly refrain from using inappropirate language.
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9 hours ago, yellowghetto said:

Immunities, one second stuns. Hmmm

First of all, immunites are not obtainable for a non buyer. Also, why do we need one second stuns? If a stun gauss stuns me for 1 second every 5 second, that means i will be stunned for 12 seconds in a minute if i get locked on every time. I want to play, not beaing stunned for 1/5 of the match. 

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10 hours ago, mjmj5558 said:

I think the easiest way of balancing a stun augment is not adding them to the game. The original feature of the augments was to modify some statistics if turret, with making them better for a specific thing, but worser for something else. These shouldn't add new effects to turrets, only modify the current ones.

Let's put owerpowerness aside. Only two augments that applies SA for sake of it is Toxic mix and Incendiary shells. Others make gameplay different. Yes, most of them are for byers and they're bad because of it, not 'cause idea itself.

10 hours ago, mjmj5558 said:

Also, if we will have more status effect augments, it will totally make ODs and protections useless. What's the point of protections if augments can apply an irritatings status effect to you, making you an easy target?

Unless we'll have some augments/mechanics that buffs you and teammates, right?)

10 hours ago, mjmj5558 said:

In my opinion, the currebt status effect augments should be reworked, making them less effective in applying the status effect/ nerfing down the effect of the statzs effecty but buffing their damage dealing ability.

You're right, but not in all cases.

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