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Ideas for Augments!


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1 hour ago, thnder4 said:

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

You should have seen Vulcan impact when it first came out.  Like shooting tin cans with a high-powered rifle.  It was comical.

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We have adrenaline, I wonder if we can also get a crystal variant for hull that buffs armor in some manner I wonder.

Adrenaline for those who don't know, have the same stats as stock for the turret, but depending on your tanks % HP remaining, you get an additive damage bonus, for melee range 0-39% and so on.

I am aware that these cost 245K crystals and are also available in regular containers for now. I would also like to see some of these be featured in Battle Passes too.

As a basic understanding, let us assume you get an average of 15% bonus, which feels like a 7.5% bonus against double armor, do note adrenaline currently works as an additive bonus. For that amount of crystals, without speedups you could get Brutus Drone to 14/20, giving you a 7.3% bonus multiplicative damage. But also gives 7.3% damage reduction on top.

Now I wonder if we can make a crystal variant for a hull augment that also gives some sort of protective bonus depending on HP remaining, ofcourse it may feel pointless to have a higher damage reduction when around 200hp or less, but hey, maybe it will offer a bit of 'adrenaline unity' and can work with the adrenaline augment.

Nowadays getting augments for hulls is a pain for the f2p base, many 'buyers' won't bother use some of this, but this type of thing may be something that aligns with 'heat/cold resistance'.

As for stats, to not keep it as OP, maybe just align it towards 'damage reduction from 0-10% depending on % hp remaining. I don't see a need to have a different set of damage reduction for types of hulls but I guess we could make it so that for medium this caps at like 7.5% and for heavy hulls 5%. But all in all, not many may use these since stuff like immunities exist. But not all players can acquire immunities without having to get lucky in containers. We could call this augment Survivalist, coming from needing to survive when coming close to death, idk, sounds some type of way to me.

Personally I would like to use a combo like Twins Adrenaline + Viking/Hunter/Titan Survivalist + Brutus , seems like a good beserker combo for me.

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On 3/6/2021 at 7:00 PM, Akame said:

We have adrenaline.........combo for me.

How about getting buffed armor inversely proportional to your HP provided you have more than or equal to half of your hull's health? If your health dips below half, you will no longer receive buffed armor.

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On 3/4/2021 at 9:56 PM, Spy said:

Topic merged.

oh come on why do you keep merging every single thing  with other thing!! cant you keep someones idea special it may satisfy them !!!!!!!!!!

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4 hours ago, thnder4 said:

oh come on why do you keep merging every single thing  with other thing!! cant you keep someones idea special it may satisfy them !!!!!!!!!!

That's how it works in the I&S section.

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On 3/6/2021 at 5:30 AM, Akame said:

getting augments for hulls is a pain for the f2p base, many 'buyers' won't bother use some of this, but this type of thing may be something that aligns with 'heat/cold resistance'.

I like the idea of moving away from augments that are strictly status effect based, and focus on something more players can benefit from. In a way, this could potentially be a type of AP resistance because the only other defense, (if you don’t have immunity) is counter healing/absorbing the damage.

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Doesn't sound like a really good idea to me. It would make the augment way too OP and now when this augment is given in the battle pass, everyone would use the augment.

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Yeah, and because magnum AP will recieve a splash i think shaft AP should get one too. And then, don't forget to add AP splash effect to striker too. And ricochet. And all turrets.

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5 hours ago, Spy said:

Doesn't sound like a really good idea to me. It would make the augment way too OP and now when this augment is given in the battle pass, everyone would use the augment.

well at least make it when you break the opponents armor you get additional points because all your kills are stolen because magnum takes a while to reload

Edited by Melance

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11 hours ago, Melance said:

since u guys added splash for gauss magnum should have it too (6meters)

You are talking about splash damage for Magnum?

Magnum already has splash damage.

 

If you are talking about adding an EMP Augment to Magnum or another one, then as Spy said, it would make it too strong, and very annoying to everyone.

If Magnum shot with full power charged up or just a close range shot, it would remove supplies, correct?

 

The same goes for AP Augment for Magnum. It would pierce the surrounding enemies as well, making F2P players unhappy with this OP turret.

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This will make it the most OP Augment more than EMP Gauss even... Magnum doesn't have to lock on the players, it can just shoot random shots in the ground and apply its splash-damage. 

Magnum doesn't have to be a precise, many times I stole the flag I got killed by Magnums because they just shot randomly around me even without direct touch and I get destroyed directly. Not like Railgun or Gauss that I can run from them as they need to hit me not the ground nears me.... heeey don't let me to complete writing to even consider Magnum as OP more than Gauss

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I hate when Free to Play players asking for a buffs to an OP Augments they use because they get them from Containers, while if they haven't get them they will cry here in the forum with complaints as it's OP. I hate the lack of integrity in evaluation the things depends on their situation?

Edited by asem.harbi

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7 hours ago, asem.harbi said:

I hate when Free to Play players asking for a buffs to an OP Augments they use because they get them from Containers, while if they haven't get them they will cry here in the forum with complaints as it's OP. I hate the lack of integrity in evaluation the things depends on their situation?

not really i just leave the battle lol

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well i only suggested this because I'm used to harpoon augment which is easier to control unlike armor piercing 12° can't use it with viking od and when I first played on mobile i saw that when you shoot w magnum it helps you see where it's gonna land so why not add it to pc version and make it enable/disable

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15 hours ago, Melance said:

well at least make it when you break the opponents armor you get additional points because all your kills are stolen because magnum takes a while to reload

This idea was suggested already. But think about it this way, Magnum AP, as well as Railgun AP are good for your teammates. So if you are looking for kills, play with another turret instead.

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5 hours ago, Spy said:

This idea was suggested already. But think about it this way, Magnum AP, as well as Railgun AP are good for your teammates. So if you are looking for kills, play with another turret instead.

if i play with another turret then nobody in titan dom will get killed

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4 minutes ago, Melance said:

if i play with another turret then nobody in titan dom will get killed

Well enemies can try...

- Hunter to disable dome

- Wasp bomb

- Mammoth with OD will kill them

- Ares OD ignores the dome

- Another Titan will cancel the dome

 

Plenty of options... 

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On 3/8/2021 at 5:31 PM, Melance said:

since u guys added AP splash for gauss, magnum should have it too (6meters)

The difference between Gauss and Magnum AP is that one requires locking onto a target, while with the other you simply need to press space to fire. If Magnum had splash AP, you could just fire semi-accurately into groups of enemies and give everyone AP effect with minimal skill or effort.

On the contrary, I would rather see removal of the AP and EMP effects from Gauss splash, and leave them for direct hits only.

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