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Just now, mjmj5558 said:

stun is generally the best effect from all status effects

Also the worst to deal with. That's why I desperately want Dictator Stun Immunity. Because I only use Dictator pretty much, and Stun is absurdly OP if it's more than 2 seconds. It makes you a sitting duck, pretty much. That's why I hate Stun Rails and always leave when I find one in MM.

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8 minutes ago, Towns said:

Absolutely not. The critical chance for Railgun is absurdly high, the highest in the game. And 10 second EMP or 5 second stun is too overpowered, and nothing will tell me otherwise. With Viking OD supercharged with Dictator, you can expect to be EMP'd inside a dome with 60 seconds of EMP time. Or 30 seconds of stun time. If that's not overpowered, idk what is. 

 

Overpowered! Come on. You say that EMP railgun is soo lethal with VIking's OD with supercharge from Dictator's OD. Say how many shots can you land with increased shot warmup duration even with Viking's OD. These were really OP before critical hit update and I accept it but they being OP now is not something I accept.

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4 minutes ago, Ironmantonystark said:

I am a 200% serious.

Overpowered! Come on. You say that EMP railgun is soo lethal with VIking's OD with supercharge from Dictator's OD. Say how many shots can you land with increased shot warmup duration even with Viking's OD. These were really OP before critical hit update and I accept it but they being OP now is not something I accept.

Yes, overpowered. Sitting 5 seconds in front of your screen doing nothing is not fun, and if this happens 12 times in the match, you couldn't do anything for 1/7 time of the match (excluding respawn times). If that's okay for you... 

Edited by mjmj5558

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28 minutes ago, Ironmantonystark said:

The augments are perfectly fine.

Perfectly?  Honestly if this was the developers honest opinion about these augments, I will leave the game from now on, because this mean they got mad.

They're all buffed weirdly 5s Stun - 7s AP - 10s EMP, is just insane.

BTW, I find the players who don't really care about the flags/balls don't see these augments as OPs. But for me if I got any of these status effects while I'm trying to capture the flag, it's completely a death sign for me.

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1 minute ago, Ironmantonystark said:

I am a 200% serious.

Overpowered! Come on. You say that EMP railgun is soo lethal with VIking's OD with supercharge from Dictator's OD. Say how many shots can you land with increased shot warmup duration even with Viking's OD. These were really OP before critical hit update and I accept it but they being OP now is not something I accept.

You can land upwards to 12 Rail shots with Viking's OD, which equates to an average of 5.14 Rail shots with Supercharge (3 seconds). Supercharge guarantees a critical hit, remember? Normally you can hit 11 Rail shots with Viking's OD, which equates to an average of 4.7 Rail shots with Supercharge in 3 seconds, which in other words is 40 seconds of EMP time, or 20 seconds of stun time. This is not coming from someone who has a biased opinion towards or against status effect augments by the way, although I do lean slightly towards the latter. 

 

Thank you for coming to my TED talk.

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Just now, asem.harbi said:

Perfectly?  Honestly if this was the developers honest opinion about these augments, I will leave the game from now on, because this mean they got mad.

They're all buffed weirdly 5s Stun - 7s AP - 10s EMP, is just insane.

BTW, I find the players who don't really care about the flags/balls don't see these augments as OPs. But for me if I got any of these status effects while I'm trying to capture the flag, it's completely a death sign for me.

Ah yes, i forgot about the flag dropping ability,. Let me correct it.

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26 minutes ago, Towns said:

Also the worst to deal with. That's why I desperately want Dictator Stun Immunity. Because I only use Dictator pretty much, and Stun is absurdly OP if it's more than 2 seconds. It makes you a sitting duck, pretty much. That's why I hate Stun Rails and always leave when I find one in MM.

Stuns shouldn't really be longer than a second or two. A lot of other MMO games feature stuns and they are NOWHERE NEAR as long as they are in Tanki.

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You understand games consist of MANY players. Just because the damage is weak, YOUR TEAMMATES CAN STILL USE 10S EMP TO THEIR ADVANTAGE,

Pardon my caps, but if you don't get how ridiculous the duration is, please face one in an offensive attack game without EMP immunity and no Mammoth hulls to use OD to counter.

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11 minutes ago, Akame said:

You understand games consist of MANY players. Just because the damage is weak, YOUR TEAMMATES CAN STILL USE 10S EMP TO THEIR ADVANTAGE,

Pardon my caps, but if you don't get how ridiculous the duration is, please face one in an offensive attack game without EMP immunity and no Mammoth hulls to use OD to counter.

Enter their profiles and you will notice that they're just a campers. There is a one in the forum who assume that reached Marshal without using supplies, and it's not a very required. If you looked at the profile, you will notice the playing time is only for Smoky-Hunter, how many flags that player have captured! Zero??

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Just now, asem.harbi said:

Enter their profiles and you will notice that they're just a campers. There is a one in the forum who assume that reached Marshal without using supplies, and it's not a very required. If you looked at the profile, you will notice the playing time is only for Smoky-Hunter, how many flags that player have captured! Zero??

I'm not gonna go judge their account, I understand that people have alternates most of the time, so I just keep my discussion with experience and factual details rather than looking down to the players account

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Just now, Akame said:

I'm not gonna go judge their account, I understand that people have alternates most of the time, so I just keep my discussion with experience and factual details rather than looking down to the players account

Checking profiles is an obnoxious thing, but sometimes it saves a lot of your time to understand the player's mindset

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4 hours ago, Ironmantonystark said:

 

Overpowered! Come on. You say that EMP railgun is soo lethal with VIking's OD with supercharge from Dictator's OD. Say how many shots can you land with increased shot warmup duration even with Viking's OD. These were really OP before critical hit update and I accept it but they being OP now is not something I accept.

Are you just pulling our chains or something?

In what world is a 10 second EMP shot not OP?  Even if the Rail does not kill the target (it probably will) another team-mate definitely will.  It's a death-blow in this game where every tank has a power-up.

And stunning for 5s?  A single rail has a good chance of keeping that tank permanently stunned until it's dead.

But it's not surprising to see Mods give full support to pretty much everything implemented by TO.  It's like they can do no wrong.  Is it part of your deal as a Mod to blindly support everything?  Reminds me of the GOP and The Donald.

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55 minutes ago, wolverine848 said:

But it's not surprising to see Mods give full support to pretty much everything implemented by TO.  It's like they can do no wrong.  Is it part of your deal as a Mod to blindly support everything?  Reminds me of the GOP and The Donald.

Everyone can have it's own opinion, even tho i doubt that anyone can agree with that statement he said. I am pretty sure in that even head admins have complaints, but these people have a different place where they can post that, maybe on discord or i don't know, but we won't see that. Also, i don't think that any helper will recieve something if they post a good reply about a bad (generally) update or feature.

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I would love to add these changes.

Stun Augment is very annoying. By the time the Stun time is over, another Railgun shot hits me, stunning me again.

EMP Augment takes away my supplies for too long. I really want to use EMP Immunity but I don't have it yet.

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7 hours ago, Ironmantonystark said:

The augments are perfectly fine. Before the critical hit update, they were really OP but now they are fine. I don't think they need any nerf. It would only make them rather weak.

I disagree, they are still a bit overpowered, especially with Hornet's OD.

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They have perfect scheme for this type of augments:

kmi4rd8.png

IDK Why they change it...

  • Damage +40%
  • Critical damage –30%
  • Consecutive Critical Chance =0% (no to insta-stun!)
  • Effect duration:
    • Burning =5 sec (like Smoky's)
    • Freezing =4 sec (effect is underpowered, so covered by duration)
    • AP =6 sec ('cause reload of Mk1 Rail is 5,5 sec)
    • EMP =6 sec (same as AP's)
    • Stun =3 sec (same as burning)
Edited by The_Voltage
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So recently, this got released.

OP.jpg

 

I propose that this Augment needs a rework.

Here's my proposal of changes that should be done:

  • Healing allies now grants you battle points and experience
  • Sniping shots no longer damage enemies
  • Arcade shots no longer heal allies

This is done so that Healing Emitters will not outclass other Shaft Augments. Currently, Healing Emitters provides way too much utility for a single augment. You can one-shot medium hulled enemies or you can fully heal your teammate from across the map to full health, instantly.

I also changed it so that Arcade shots no longer heal allies, because, if I'm gonna be honest, this is extremely overpowered when you compare it to an Isida and it's low range and weak healing. 

Having Shaft's sniping shot heal is already a "broken" concept because as stated above, you can heal teammates to full health (unless they have a heavy hull) no matter your range. Thus, this is why it's arcade shot doesn't need healing, because it provides too much utility and it outclasses Isida users. There's really no real reason to use Isida to heal anymore.

 

My rework focuses Healing Emitters to be more of a support augment, similar to Isida's Support Nanobots, in which offensive power is greatly reduced for extra healing.

So if you wanna support teammates without buying Isida, use Shaft's Healing Emitters.

If you wanna provide more offensive power to your team, use Default Shaft or any of it's other Augments. 

Edited by Tanker-Arthur
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Not gonna lie, I think this Augment is a really cool concept. it's unique for an Augment/Alteration, and I honestly think it could've been my next "must-get" Alteration/Augment ever since Railgun's Death Herald Compulsator was released three years ago.

But the way the developers have made it is just too broken and overpowered. I don't see any reason at all except Deathmatch mode for why I should use Default Shaft or Short-Band Emitter or Light Capacitors or Rapid-Firing Mode or AP-Sight when I own Healing Emitters. 

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I think broken augments aren't really broken performance wise. The problem with most of them is that they apply status effects for a very long time, and this makes them near impossible to fight against. On the flipside, when I actually used Railgun EMP I was quite underwhelmed by it's ability to kill people. I think it would be much more preferable if the augment could kill enemies rather than be based around it's status effect. Of course, I don't mean make everything a OHKO even if you miss. Instead what I mean is, give for example Railgun stun and EMP a buff (maybe 25% more damage, -30% reload) to make it better at killing, and then nerf the status effects (maybe critical chance is set to 15%, EMP lasts only 5 seconds and stun only 3). I understand the way it currently is "helps" the team, but I for one am extremely underwhelmed by the actual scores and kills I get, while the EMP lasting 10 seconds is too long. In essence I think they should be oriented around getting kills rather than applying status effects.

 

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12 hours ago, LOLKILLERTOTHEDEATH said:

(maybe 25% more damage, -30% reload)

25% would be way too much, except if this is only for the non-critical shot.

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7 hours ago, mjmj5558 said:

25% would be way too much, except if this is only for the non-critical shot.

Frankly I don't think so. As far as I am aware, the damage is that of stock railgun, 900 on regular hits and 1600 on critical hits. Now a 25% buff brings that up to 1125 (which isn't a huge difference, it can now one shot light hulls if you have BD and the other person doesn't have BA which I mean you should be able to anyways) and a 25% buff on crits would be a total of a -5% damage on critical hits, which means 1520 damage, or 3040 damage which allows you to one shot a medium hull if you are using BD and they are not using BA, which I think is also fairly reasonable considering the fact that the EMP time gets cut in half. As it stands right now, it's quite a challenge to kill enemies, and instead they are plagued with a 10 second EMP. I would rather have slightly higher damage and kill them instead of EMP them. I call that mercy (I'm just referencing Thanos here FYI).

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Title (Remove the bounce feature for smoky's explosive rounds). It's absolutely worthless and completely ruins any ability the augment has of splash damaging enemies. As a Thunder main, this is extremely annoying because I cannot inflict splash damage by shooting the floor for example, which Thunder can do.

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