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Ideas for Augments!


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Or just reduce splash radius in sniping mode by 50%. Like no one use this augment to debuff targets this far away (8 props!!!).

Plus it allow to use augment in more close range (like everyone use to).

14 hours ago, yellowghetto said:

A better balance is that it will affect the user if he is too close. Like Self-Damage.

And also add this. I'd like to constantly have my Booster effect ;)

Edited by The_Voltage

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21 minutes ago, The_Voltage said:

Or just reduce splash radius in sniping mode by 50%. Like no one use this augment to debuff targets this far away (8 props!!!).

Plus it allow to use augment in more close range (like everyone use to).

And also add this. I'd like to constantly have my Booster effect ;)

bad

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Nothing made this Augment that OP more than it's combined with the most farce turret Gauss.. An incredibly Splash-damage radius for a 20m!! And every single people who is in the splash-radius will get affected even if the player was in the last point of the 20m radius, will get a full 5 seconds.. Sometimes you suddenly notice your supplies have gone while no one damages you, because you're in the farthest point of the splash-damage radius that the damage that came to you is a negligible but the EMP have a full 5 seconds..  And for sure the quickly aiming 1.7s for Gauss and the Aim recovery time "2s" helped the EMP a lot and a lot.

EMP Gauss also literally terminated Siege mode with the incredible Splash-radius, and before that the Stock Gauss with Hornet OD in Siege also... Both are a farce and need a quick removing from the game with no respect.

Fyi, EMP Gauss in the first initials was affecting its user with the EMP if the player was in the splash-damage radius.. Though I agree that will be a horrible nerf against EMP because it has a horrible splash-radius that maybe will affect its user for a whole 5s in many cases.

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25 minutes ago, asem.harbi said:

Nothing made this Augment that OP more than it's combined with the most farce turret Gauss.. An incredibly Splash-damage radius for a 20m!! And every single people who is in the splash-radius will get affected even if the player was in the last point of the 20m radius, will get a full 5 seconds.. Sometimes you suddenly notice your supplies have gone while no one damages you, because you're in the farthest point of the splash-damage radius that the damage that came to you is a negligible but the EMP have a full 5 seconds..  And for sure the quickly aiming 1.7s for Gauss and the Aim recovery time "2s" helped the EMP a lot and a lot.

EMP Gauss also literally terminated Siege mode with the incredible Splash-radius, and before that the Stock Gauss with Hornet OD in Siege also... Both are a farce and need a quick removing from the game with no respect.

Fyi, EMP Gauss in the first initials was affecting its user with the EMP if the player was in the splash-damage radius.. Though I agree that will be a horrible nerf against EMP because it has a horrible splash-radius that maybe will affect its user for a whole 5s in many cases.

E Salvo is an Augment. EMP Immunity is an Augment. The buffs are seriously countered by the EMP Immunity Augment.

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4 minutes ago, yellowghetto said:

exactly, enemies can equip EMP Immunity. Answered your own question!


No, I meant your idea would do nothing. The EMP salvo user can simply use EMP immunity and the "nerf" does nothing. If people could just equip EMP immunity, this wouldn't be such an annoying augment would it? The problem is that a lot of players don't have access to EMP immunity, and due to this suffer, which is what makes this augment so annoying for them.

 

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43 minutes ago, LOLKILLERTOTHEDEATH said:

This would do nothing, you can just equip EMP immunity.

Must do so to avoid it.

40 minutes ago, LOLKILLERTOTHEDEATH said:

No, I meant your idea would do nothing. The EMP salvo user can simply use EMP immunity and the "nerf" does nothing. If people could just equip EMP immunity, this wouldn't be such an annoying augment would it? The problem is that a lot of players don't have access to EMP immunity, and due to this suffer, which is what makes this augment so annoying for them.

You can let's say release augment for Vulcan that applies 1 sec stun with every bullet. You can equip Stun Immunity to avoid this. This logic is kinda strange, don't ya think?

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1 minute ago, The_Voltage said:

Must do so to avoid it.

You can let's say release augment for Vulcan that applies 1 sec stun with every bullet. You can equip Stun Immunity to avoid this. This logic is kinda strange, don't ya think?

What? I was saying that YellowGhetto's suggestion (to make it so that your supplies are also deactivated if you are in the splash radius) won't help because if I am an EMP salvo user, I can use EMP immunity and thus my supplies will not be disabled even if I am in the blast radius.

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4 minutes ago, LOLKILLERTOTHEDEATH said:

What? I was saying that YellowGhetto's suggestion (to make it so that your supplies are also deactivated if you are in the splash radius) won't help because if I am an EMP salvo user, I can use EMP immunity and thus my supplies will not be disabled even if I am in the blast radius.

I understand this. So I say that you must to do this, so you couldn't resist against any other SE.

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21 minutes ago, The_Voltage said:

I understand this. So I say that you must to do this, so you couldn't resist against any other SE.

Well yes, that does something. However, at the end of the day, it still doesn't make EMP Gauss any weaker at range, and still allows players to remove supplies and easily destroy tanks. Even then, it's not really a huge obstacle to overcome provided you restrain yourself to arcade shots only at close range.

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13 hours ago, DestrotankAI9 said:

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.

I am a regular user too

reducing the damage drawback could be the way to go, this augment still needs a buff somehow, whatever it's going to be.

100% healing is good, but if the stock Isida healing is bad, then even if doubled, it's still going to be meh. I see you agree with me there, and i tried "commenting" on other topics about increasing the stock Isida healing, but the moderators immediately told me it would break the game (as if it wasn't broken already and filled with overpowered stuff) so this is basically the reason i tried to suggest the buff to this augment, since devs don't want everyone to have access to a turret that heals teammates well, at least the augment that does it, should provide good bonuses, the drawback is too huge compared to what you get. 

To be honest i don't care about scores, really, i just want to heal, that could be even reduced, i don't really mind.

If the turret stock healing buff doesn't happen, I'd still would suggest a bit more than 100% healing for the augment, or perhaps testing it on a test server, that's what tests are for after all.

The old Isida m4 healed for 296/tick with support nanobots and i never saw anyone really whining about it.

I never change to normal Isida, because i hate having pity healing/s though i do admit almost no one uses protection from this turret.

About teammates, that's exactly what i do, i know my stuff, been around for a while now, when my team is filled with low GS players or noobs i just quit and change battle, there's no point for me to lose any more time. 

"Hope they will go for objectives" x'D yeah all we can do is hope at this point

I do well with Support Nanobots, often i end up first with 0 kills so yeah, that ain't my issue

 

I rarely find teammates that protect me, most people are just selfish, so i have to protect myself behind covers, teammates don't know that if they go too far from me, i am forced to move, exposing myself, and getting targeted, common sense isn't something the current tanki has, unfortunately.

 

Edited by JustBlackWolf

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On 2/20/2021 at 11:47 AM, LOLKILLERTOTHEDEATH said:

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.

I don't know why devs don't do anything about this alt, it's been suggested at least 100 times. I had similar idea in my head tho.

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On 2/20/2021 at 5:47 AM, LOLKILLERTOTHEDEATH said:

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.

EMP salvo should not have ANY splash at all.  It's "EMP" not HE (High Explosive) like the stock version.

Solves the issue of splashing others with emp.

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it should just pause your supplies, because it currently can take 50-150 crystals from the person using it.

that is pretty much theivery in TO lol.

so make it pause your supplies, for the duration, it wont be applied on you, and will work again once the effect wears off.

then also make it so that the sniping reload goes fron 2s---->4s or 4s----->8s for balance.

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AP Gauss isn't too great because it only applies the status effect to the individual hit (not others in the splash radius), so I would hope not to see the same mechanics on Electromagnetic Salvo...

Then again, everyone will disagree with me because I'm a user of the augment and y'all aren't...

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I got EMP Smoky from Ultra Container, and I have to say while powerful, it does not hold a candle to EMP Gauss. No wonder 50%+ of players start to equip Gauss protection. It's basically a necessity these days. Gauss in itself is extremely powerful weapon because it is far more versatile than competing heavy hitters like Shaft and Railgun.

Even if the Gauss itself with EMP does not kill you, it will leave you extremely vulnerable, not to mention the ridiculous splash that also applies this effect. When you look at EMP Smoky, it only applies the EMP every (4th-5th) hit with critical damage and only to one target, plus Smoky has been nerfed, so now it's far harder to apply the effect on long distances because the shot needs to travel to the target unlike Gauss' instant damage after successful locking.  The immunities are also very sparse because they are hidden behind paywall, and even if they appear in challenges, you must literally wait months and months to get the immunity you actually want and for the hull you actually want it on. That is ofc, if you have tankoins for Gold Tier :)))

Gauss EMP also does not have enough of downsides:

-25% damage - pffff pls everyone is using Booster these days and you disable enemy's supplies, so you automatically gain damage advantage by disabling DA anyway.

-no splash on regular shots - again pffff you have increased speed on locking on target lol

Generally, these effects are incredibly powerful and extremely hard to combat, Burn on everything, AP on everything, EMP soon on everything, Stun on everything.... we will soon have incredible problems deciding which Immunity to equip because these additional effects simply do too much damage or leave you exposed too much.

Basically these days, you can apply three different effects at once by using Hunter or Hooper with AP, EMP, Freeze/Burn augments. It's pretty insane when you put supplies and drones to the mix.

 

Edited by Flexoo
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2 hours ago, Flexoo said:

Generally, these effects are incredibly powerful and extremely hard to combat, Burn on everything, AP on everything, EMP soon on everything, Stun on everything.... we will soon have incredible problems deciding which Immunity to equip because these additional effects simply do too much damage or leave you exposed too much.

Which is exactly why I have to agree with @LOLKILLERTOTHEDEATH's idea of "EMP salvo should apply to the player hit". Also by removing the splash effects of EMP they should instead add the regular splash damage of gauss, its the most logical solution.

Edited by Xx.Zeldris.xX
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If the EMP Gauss was the only reason for someone to leave the game, I wouldn't blame him ever. And now we even have some people who disagree strongly against anyone who criticize E Gauss?‍♂️?‍♂️

I accept everyone's opinion but I think there are a limits of accepting, if someone said EMP or Hopper is underpowered or a balanced I wouldn't accept his opinion and wont respect it.. Especially if this player haven't come with an enough evident.. Or even some of them came with just a pure sentence in one word that "Hopper isn't OP", ok ok as you here colliding with the facts and colliding with common senses and All of decent players' opinions, at least come with an evidence or at least say your reasons or or at least with one reason.

So for anyone who colliding with the facts with such a one word "no it's not OP" against a certain item, sorry I wont respect your opinion.

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Cryonanobots for Isida
+ Cool down its own tank while heal someone else.
+ Freeze up enemies while attack them.
- Freezes only enemies who already have their temperature below zero.
- Range decreased a little.

Somewhat support augment, so it is correlate with main feature of the turret (like Smoky' s heat up critical shot). You need to support others to use SE. Range decreased, because you'll eventually slow the sprrd of them.

Incendiary nanobots for Isida
+ Warm up its own tank while heal someone else.
+ Heat up enemies while attack them.
- Heates only enemies who already have their temperature above zero.
- Damage decreased a little.

Somewhat support augment, so it is correlate with main feature of the turret (like Smoky' s heat up critical shot). You need to support others to use SE. Damage decreased, because you'll eventually deal more by afterburning.

Stun rounds for Thunder
Stun enemies for a brief moment of time (like less than 0,5 seconds)
+ Stun by splash damage
- Stun doesn't applies by direct hit
- Stun doesn't drop the balls/flags
- Min splash damage radius decreased

Stunning by an explosion? Sounds realistic. Unlike Magnum, where hit the target via splash is more easy than a direct shot, for Thunder it is the other way around. Also it is correspond with mine idea, where you need to use turret's main feature for applying SA. With decreased area of applying it will not be OP.

 

Penetrounds for Thunder
Penetrate through allies
+ Bullet speed is heavily increased
- Doesn't penetrate through enemies
- Reload decreased a little
- Self-damage increased

Situational stuff. Would be powerful with Viking on crowded maps. But self-damage is like insane a bit. Like +50%.

Edited by The_Voltage

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Hound Standard Pack – Superfansgroup

yeah , it will look like that when the augment is applied , I am giving this idea not only for style but for also a reason why because:

explanation: in a battle we see 5 -4 rail guns , thunder  .3-4  shafts ,gauss, etc but 1-0 vulcan why because it is not easy to shoot with vulcan

if we take firebird ,freezer it has a nice angle so if the person moves a 1 m also nothing happens but for vulcan it will be difficult

and another advantage for firebird and freezer is if the fire touches the enemy a little he will start burning , if freezer touches a little, the enemy freezes and he can continue to kill the enemy but for vulcan it has a disadvantage we will start burning ourself . Ok leave about advantages .at least with three barrels   it will be easy for the person using it to target a person.  it is just an idea
please dont increase hit points

 

you can keep the hit points the same by doing some changes like if from the present vulcan it is giving 180 hit points then in the present one from every barrel 60 hit points it will give 60+60+60=180 same

i think so it should have force like thunder when hitting the enemy the enemy should experience the force , not splash damage but a force while hitting it plus also a little rise in hit points ,why because fire bird give its hit points plus the damage of the heat same for the freezers thus this two turrets are BOSS

Edited by thnder4
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so you would basically want Vulcan doing 3x it's usual damage? 
How do you think this is remotely balanced? lol

Pretty much like having vulcan but with Viking overdrive costantly enabled

That's a no from me :P

Edited by JustBlackWolf
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47 minutes ago, thnder4 said:

Hound Standard Pack – Superfansgroup

yeah , it will look like that when the augment is applied , I am giving this idea not only for style but for also a reason why because:

explanation: in a battle we see 5 -4 rail guns , thunder  .3-4  shafts ,gauss, etc but 1-0 vulcan why because it is not easy to shoot with vulcan

if we take firebird ,freezer it has a nice angle so if the person moves a 1 m also nothing happens but for vulcan it will be difficult

and another advantage for firebird and freezer is if the fire touches the enemy a little he will start burning , if freezer touches a little, the enemy freezes and he can continue to kill the enemy but for vulcan it has a disadvantage we will start burning ourself . Ok leave about advantages .at least with three barrels   it will be easy for the person using it to target a person. It is your wish about hit points . I am saying this to make the turret more cooler , it is just an idea

Vulcan is already OP in it's current state, it needs a nerf not a buff.

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