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Ideas for Augments!


Maf
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Yeah, it would be good if all strong Turrets had 100% to Critical damage, and not 200%

Other Turrets can have 200% because they at least have some kind of balance to them, like it's melee ranged, medium ranged, less damage or reload speed, ...

 

Also, I never did Critical with my rapid fire Augment for shaft yet.

But it would be nice to make it 100% critical damage because it already has sniper mode that does a lot of damage!

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Everyone can use this Augment, but it will be more benefitial for those that have weak tanks.

How it works? When you have the Augment on and you get killed, every some number of kills, randomly, the tank that killed you will get damage from above, let's say from the God of Tanks.

How much damage? That will depend, but the idea is that if a mighty tank kills a punny one the damage, think punishment, should be huge that it can actually kill the killer. If the tanks are about the same strength then the damage could be moderate. Devs can also think about reversals. What is that? I have no idea.

Why? This is needed to make k/d warriors think twice when going after the weakest tanks.

There could be an Immunity, or maybe not.

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I actually really like this idea, it looks like a different version of the Adrenaline augments we have.

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Completely agreed with @At_Shin. The main point of the game is to kill other tanks (and docus on the battle mode), so you can't just punish enemies for doing this, especially because you can't avoid it. Blaster does the same, but if you keep distance you won't get damaged. So, basiaclly, use blaster if you want to get this effect, and go close to enemies.

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You know, I was thinking that maybe you could turn this into a status effect applied by your turret where if you are killed, whoever has the status effect takes damage. And then I realised that entails another Status Effect, another set of Hull Immunities that are going to clog up the pool, and another round of Ultra Container exclusive augments that are just "stock but better" like AP.

No thanks.

Edited by Abellia
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So you will apply an inevitable damage to your enemy that have no way of running from it? Where are the skills then in this? What can I do if my enemy will do an inevitable damage to me..!

That remembers me of Thorns enchant in Minecraft, you hit the buyer, you get damaged.. The buyer have stronger armor, so when you try to kill him you actually try to kill yourself.

Edited by frezeandvik
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I'm not sure if this could be a Drone, an Augment or an Status Effect.

If you can help improve the idea. feel free to reply.

Later I'll integrate them to the first post.

The idea is for something free or cheap that will serve as a deterrent against OP tanks/players that like to kill weak tanks for K/D, specially in Parkour. This could be like a K/D buster to against K/D fanatics that like to bully in Parkour and that when they are about to die they quit the battle and join again after a couple of seconds.

If they go after the weakest of tanks they could get a punishment and get killed, sporadically not every time, like critical, but if they go after a somewhat weak tank then they won't get a severe punishment, meaning they can survive the punishment and save their K/Ds.

If a strong tank wears this Augment and encounters another strong tank then this Augment will be of little help, because it's power comes from the difference in strength between the two tanks.

Edited by lssimo

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12 hours ago, lssimo said:

I'm not sure if this could be a Drone, an Augment or an Status Effect.

If you can help improve the idea. feel free to reply.

Later I'll integrate them to the first post.

The idea is for something free or cheap that will serve as a deterrent against OP tanks/players that like to kill weak tanks for K/D, specially in Parkour. This could be like a K/D buster to against K/D fanatics that like to bully in Parkour and that when they are about to die they quit the battle and join again after a couple of seconds.

If they go after the weakest of tanks they could get a punishment and get killed, sporadically not every time, like critical, but if they go after a somewhat weak tank then they won't get a severe punishment, meaning they can survive the punishment and save their K/Ds.

If a strong tank wears this Augment and encounters another strong tank then this Augment will be of little help, because it's power comes from the difference in strength between the two tanks.

It can't be a drone otherwise blaster would leave the chat.

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I don't understand this idea.

First, why do you have such an issue with "K/D farmers?" How is parkour in any way relevant?

Second, what makes you think that this augment will combat "OP players?" Most augments are easily accessible to buyers only. It will be precisely "OP players" who will be able to obtain such an augment, rather than the "weak" players. If anything "weak" players will simply be punished even further.

Third, why would players with poor garages spend crystals / TKs on this augment instead of using those crystals / TKs to upgrade their equipment proper?

Edited by ThirdOnion

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Destabilised Plasma used to have a linear splash damage distribution, until suddenly in late 2018, its splash damage distribution changed to dealing the weak damage (25%) throughout the entire radius, as seen in this video.

 

 

No announcement was made for this change, and ever since then, it has been an augment that had little use over the others. You gave up the main feature of Ricochet for tiny splash damage. 

I reported this as a bug many months ago but nothing had been done, so I'll take the alternative route and make a suggestion for it:

 

 

The suggestion is to fix this bug, or if it was intended and was never publicly spoken, revert this change and have its splash damage distribution become linear again. 

An alternative method would be to increase its maximum critical hit chance to 33%, turning it into a critical hit augment option for Ricochet (as we see this is the direction being headed for all the turrets).

 

The good thing with this is that those with Ultra Container equipment and very balanced drones will likely not touch or come near this augment at all. They will stay with Minus-Field Stabilisation, Adrenaline or AP Ricochet. This suggestion will put this augment into being viable with the others and have a purpose. 

 

 

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Reason

 

Rubberize Bullet for both Vulcan and Smoky is a joke. It is supposed to be legendary rarity augment  but there is nothing legendary about them. Compare to augments in the game rarity, Rubberize Bullet is the weakest. In fact, it is properly the weakest augment for both turrets. This is justified by the fact that you seldom see people using them and the minority that are using them have mediocre to bad performance.

Suggestion

Make the bullet bounce off enemies, similar to how it bounce of walls right now, while every bounce decrease the damage by a certain amount. e.g. by 20%.

This makes the turret deals sort of a mini AOE. This also justify the considerable drawback of the augment (-25% projectile speed). 

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I do not know why you believe that doing the above changes will actually improve them though. I do not see any big changes to actually strengthen the augments though.

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42 minutes ago, Ironmantonystark said:

I do not know why you believe that doing the above changes will actually improve them though. I do not see any big changes to actually strengthen the augments though.

Current behavior: if the bullet hits an enemy, it will stop bouncing around.

Proposed behavior: Bullets will still ricochet after hitting an enemy, with the possibility of damaging multiple enemies (since the bullets keep bouncing around). While each time a bullet hits an enemy, the damage of this projectile will be decreased by a certain amount (and then bounce off to damage another enemy with the reduced damage, so on and so forth).

 

Does it make things more clear? It is a straight buff.

Edited by Warpriest

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27 minutes ago, mjmj5558 said:

The current RR vulcam is very powerful. You can find the bullets literally anywhere of the map. 

Well, clearly most of the players believe otherwise, or it will be much more common. You see, even though RR was available in battle pass literally a few weeks ago, you still seldom see people using it. This is still true when comparing other legendary augments which were also appeared in the battle pass (e.g. EMP Guass, Stun Striker, etc).

The only reason of it is players find it weak and decided other augments for Vulcan and Smoky are better.

 

Also, yes you are right that the bullets are flying every where, but they are seldom a threat to anyone. They don't even hit you most of the time. I have personally faced a few RR users previously, none of them are able to kill me using the property of RR.

Edited by Warpriest
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I have both augment from free ultra,

I use bounce vulcan, as I can see where it bounce clearly, with the bullet lines. but I rarely use bounce smoky, as reload too slow, and never know where it goes.

vulcan bounce is powerful on defense side, as you hide behind the bounce lines.

vnovxtA.png

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