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Ideas for Augments!


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6 hours ago, Tanker-Arthur said:

 

But if all bouncing projectiles did self-damage if they hit the shooter, it makes sense they will also self-inflict a status effect. It makes the game consistent and it helps the player become more skilled with the turret.

 

I was talking about with some friends and I really want them to add self inflicted status damages, because the player will A) need to learn how to avoid self damaging himself, B) be more careful and C) know he musts avoid walls, if F2P players can learn to use his enemies knowledge against him, skill will win, no doubt in that.

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2 hours ago, die3458 said:

yo, why this baby? striker is bad enough... everything else... striker should get something like this. 

a augument that makes striker viable in the current gauss dominated battlefield... 

so pls dont touch this...

Lol, never mind about Armor Piercing Missiles. At the time of posting this suggestion, I didn't know it's splash damage doesn't inflict Armor-Piercing. Now that I know that, pretend I never suggested the idea to nerf AP Missiles. It doesn't need it cause if it's splash damage doesn't inflict a status effect, it shouldn't self inflict said status effect.

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On 1/29/2021 at 6:27 PM, krish123_super said:

stun duration 3 sec ...if viking have to use smoky with paralyzing augment and jag would have status effects like old back ago ...it would just be stunned and waiting to die

Wiki sad that crit chance here decreased by 50% as well as crit damage, sooo

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On 2/3/2021 at 7:17 AM, Tanker-Arthur said:

Lol, never mind about Armor Piercing Missiles. At the time of posting this suggestion, I didn't know it's splash damage doesn't inflict Armor-Piercing. Now that I know that, pretend I never suggested the idea to nerf AP Missiles. It doesn't need it cause if it's splash damage doesn't inflict a status effect, it shouldn't self inflict said status effect.

yeah, it works only with homing missiles, and locking a target will fire only one quick missile that applies the effect, normal ones don't

Edited by JustBlackWolf
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1 hour ago, krish123_super said:

viking over drive ....more shots are spammed at once ....i talked about that

With a crit chance of -50%, only 2-3 of those shots during the Overdrives would be stuns. You'd be dead anyway so what will a stun do? Only players that would annoy would be players using Defender eith Smoky protection.

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On 2/1/2021 at 11:01 PM, Tanker-Arthur said:

Hello, and I would like to suggest an idea for certain Augments (or Alterations as I still call them) of turrets that do self-damage to be nerfed. 

All of the following turret Augments inflict some sort of status effect, and it would make more sense that if the shooter was caught in the blast area or was shot by their own projectile, they would inflict the status effect on themselves.

Here are the Augments I propose nerfing:

 

Hammer's Armor-Piercing Shot:

Current stats

AP-Shot-Hammer.jpg

Nerf: If the last shot bounces back to yourself, you will inflict armor piercing on yourself for 7 seconds. (If you never knew this, Hammer's pellets can bounce one time. Now you know)

 

Ricochet's Super Smart Minus Field:

Current Stats

SSMF-Rico.jpg

Nerf: If the projectiles bounce back to yourself, you will inflict armor piercing on yourself for 2 seconds.

 

  Reveal hidden contents

 

This was originally part of my idea, but @BloodPressure brought up the fact that the AP Missile doesn't inflict the armor piercing effect to anyone besides the intended target. You can now ignore the following suggestion.


*Original Idea*
Striker's Armor-Piercing Missiles:

Current Stats

AP-Missiles.jpg

Nerf: If you fire the salvo rocket, but it hits an object and you are caught in the splash radius, not only will you deal self-damage, you will also inflict armor piercing to yourself for 5 seconds.

 

 

Magnum's Armor-Piercing Core:

Current Stats

AP-Core.jpg

Nerf: If you somehow manage to make the projectile directly hit your own tank, you will inflict armor piercing to yourself for 7 seconds.
Note: Hitting yourself directly is extremely rare with Magnum rotating horizontally.....but it's still possible if you angle your hull so the turret faces directly upwards.

 

Gauss' Electromagnetic Salvo: 
(Note, for this Augment, many other people on the forum have suggested the same idea. I am including it here because it fits the topic of my post)

Current Stats

EMP-salvo.jpg

Nerf: If you are caught within the blast radius of your sniping shot, not only will you deal self-damage, you will also inflict the EMP effect on yourself for 5 seconds.

 

Well, obviously some of the aforementioned Augments need further nerfs, but for now, I hope you can self-inflict the status effects on yourself.
If you don't believe that it can be a thing.....⬇️

  Reveal hidden contents

DB.jpg

in case you never knew, if you use Hammer with Dragon's Breath, and you shoot a wall and the pellets bounce back to you, YOU WILL inflict a burn effect on yourself. (Unless you have Heat Immunity equipped)

I really want all self-damage augments to be like this. If they inflict status effects, they should also inflict the status effect to the shooter when self-damaging.

 

159% agree with this. Those who have it don't got to worry. All they got to do is wear the Hull Augment that protects them against the effect they give.

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8 hours ago, Emeraldcat345 said:

All they got to do is wear the Hull Augment that protects them against the effect they give.

Yeah, and it actually gives more value to the 5000 tankcoins needed to spend to get a Hull Augment.

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Alright, time to suggest this buff, whether it will be implemented or not, this augment NEEDS to be better in what it provides.

We are talking about Isida, of course

This is one of the few, if not the ONLY augment that has a huge drawback for its turret, and despite giving "a lot" back, it isn't really effective when the stock turret (healing) stats are terrible.

50% damage reduction is IMMENSE and makes this turret terrible when it requires to use its attack mode.

i do understand that the focus of this augment is to improve the healing and so the turret should mostly be used in the healing mode, however i don't really find it fair when you can barely defend yourself.

But before talking about any buffs, i'd like to show what the Augment description says:

"Part of the destroyer-nanobots reconfigured into repair mode. Improved healing in exchange of lower damage"

Great, so this means that the turret uses LESS nanobots while in attacking mode, right?

Buff suggestion:

-Health healed per second +185% (no change to the current energy consumption while in healing mode) - This, bringing the healing to 285/tick for an Mk-7/20 Isida, greatly improving its efficiency without Double Damage and also being able to substain the fire of high DPS weapons, such as Vulcan with Incendiary Band, or anything paired up with Viking and its overdrive. (healing for 570/tick with DD). Also this allows the fully healing of an ally faster, thus making it much more easy to spare ammo when healing.

-Damage per second -50% - as stated from the augment description, the turret deals less damage due to most of the nanobots being converted for the healing mode.

-Energy consumption in attacking mode -30% - due to the highly reduced number of nanobots used for the attacking mode, dealing less damage also means the turret can attack an enemy for longer, making the 50% damage reduction more bearable.

 

I know Isida recently got a buff, and it buffed only the damage it deals (barely, but still) probably because it's a turret that isn't so popular? Idk

If devs really don't want to buff the stock healing of Isida, at least buff the augment, let it do it's purpose!!

I highly hope they will do this when releasing the HD skin of Isida, aside adding some new augments.

Edited by JustBlackWolf
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I see no reason for Support Nanobots to have decreased energy consumption when attacking if you're going to be buffing the healing that much. 

 

As for the healing, if you ask me, that is way too high. Healing is a fixed number that ignores damage reducers. Many times you are already outdamaging the opponent's damage if the ally you're healing has protection against them. Do not forget that the Defender drone exists in its current form. So any buff to healing with Isida will have to tread very carefully around this. 

 

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On 2/19/2021 at 3:17 PM, mjmj5558 said:

I think this augemt is totally good if you use it like you should.

The augment is good, but often is not enough

On 2/19/2021 at 4:10 PM, TheCongoSpider said:

I see no reason for Support Nanobots to have decreased energy consumption when attacking if you're going to be buffing the healing that much. 

 

As for the healing, if you ask me, that is way too high. Healing is a fixed number that ignores damage reducers. Many times you are already outdamaging the opponent's damage if the ally you're healing has protection against them. Do not forget that the Defender drone exists in its current form. So any buff to healing with Isida will have to tread very carefully around this. 

 

At the same time i could say i see no reason for Gauss EMP Salvo to have splash damage and effect on the charged shot when the splash for the normal shots is removed

I may have exaggerated with the healing/s but it seriously needs to be increased

And is it too much really? 85 (170 with DD) more than what it is now? I would agree with you if there weren't turrets dealing massive amounts of damage in a single shot, or stuff like booster, yeah you don't get any reduction when you heal a teammate, but unless said teammate has at least DA (which often not even that is enough) he will die or you will run out of ammo.

I don't see many Isidas using this augment around, they are quite rare, and when i see them, they aren't really that efficient

While i play alone, most of the people i see using this augment are clowns playing in a group with people that have extremely broken combos, like Heat immunity and incendiary band ammo, or just the usual guy with Dictator/Mechanic that wants to climb the scoreboard by pressing 3 keys.

Aaaand just because defender exists, doesn't mean another turret has to suffer due to a drone being overpowered, it's the devs fault if they add broken stuff and can't fix it.

Come on, you can't tell me that buffing this is going to break the game when they are adding stuff like stun rounds for Railgun

On 2/19/2021 at 7:04 PM, beachhouse said:

Why? Nanobots is the most balanced augment. Half damage for double healing.

Well no, it is "balanced", but more like, it's underpowered

Damage halved because the turret has huge DPS, that is somehow fine but it punishes the turret way too much.

Double healing? yeah but the stock healing is garbage.

Edited by JustBlackWolf
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Title says it! Basically, the EMP salvo augment can only disable supplies on any player it directly hits (like the AP augment for Gauss). Often times I see an EMP salvo gauss user, actively move away to prevent lock on, only for some teammate to drive past and get hit, disabling my supplies. A huge problem with EMP gauss is how it can take out the supplies of multiple people, and so I think this nerf would allow it to be powerful but not Overpowered.

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  • Head Administrator

I had another idea for this augment; whenever you hit someone, the time of his supplies is getting cut by half (i.e if someone has just activated DA and you hit him, he will have 15 seconds left for his DA instead of 30). 

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On 2/20/2021 at 7:38 AM, The_Resistance said:

Make it earn more points. And maybe heal less. So, it no longer be super annoying for enemies and make more sense to heal ('cause points).

The earned points are just fine

Heal less isn't an option to consider, if you find it annoying, that's your problem, it's already underpowered

On 2/20/2021 at 9:44 AM, E_polypterus said:

With one nanobots user behind a Vulcan mammoth’d be practically invincible.

No, because in the current tanki killing a tank is extremely easy, also the Isida will run out of ammo eventually, though it is a strong combo to have.

Edited by JustBlackWolf
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Hmm, as a regular Support Nanobots user I have to say I definitely don't think it needs a buff. The only possible buff Nanobots could get I think would be to its damage (so that you aren't so dependant on teammates) - perhaps damage could be reduced by 30% instead of by 50% compared to stock Isida. The healing is definitely perfectly balanced right now, if it was buffed it would only be nerfed again, as the healing/score gaining ability would be too powerful.

One thing about Nanobots is that it is only effective when you have decent teammates. If your teammates are very bad, then you might as well switch to stock or Adrenaline Isida and try to do objectives yourself, because there is no point trying to heal them. However if you see teammates who are either high Gearscore, or have at least average skill and are trying to complete objectives - heal them and you can do well in battle. There is no point charging in to any objectives yourself as Support Nanobots because you are totally dependent on your teammates, so find someone who is strong/knows something of what they are doing and heal them, and hope that they will go for objectives.

If you aren't doing well with Nanobots it is either because 1) Your teammates are bad (probably) 2) You have low GS or 3) You aren't using it right somehow.

If played properly it is very efficient, it really helps if you have teammates who understand that they have to block shots for you. If you sit behind them while they take fire and cover you - this is very effective and generates a lot of score.

What I would agree with you be a buff to regular Isida healing (maybe 10-20%) as it is a little weak, and a corresponding reduction in the additional healing for Support Nanobots to keep its healing the same as now. For Nanobots itself, a damage buff perhaps for more self-sufficiency - but the healing is perfectly balanced as it is now.

Edited by DestrotankAI9
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14 hours ago, JustBlackWolf said:

No, because in the current tanki killing a tank is extremely easily,

With drones (and overdrives) enabled maybe...

Edited by E_polypterus

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16 hours ago, JustBlackWolf said:

The earned points are just fine

Dictator and Mechanic does it much better. So, I'd prefer to use attack augment/turret with healing items, not the other way. This is my point here. Make this augment truly support, so you can support with it without being harmed by low experience earning.

16 hours ago, JustBlackWolf said:

Heal less isn't an option to consider, if you find it annoying, that's your problem, it's already underpowered

Maybe just stay with current stats. I didn't play with this for a while.

 

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