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Ideas for Augments!


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Many of the augments you propose are downright overpowered, especially considering that these are for Tesla, the result is something greater than OP.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Supercharged rounds

Supercharge as augments, I don't think that's a good idea. Since this is for team gameplay, the tesla can just keep on supercharging their teammates and the win will obviously be theirs. Why? Tesla does not need balls to increase its range. It can use teammates to increase its range. So you are just making the strong, stronger.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Healing robots rounds

Considering its high damage, fire rate, and also the ability to increase its range, there's no point in existence of Isida if this augment were to be introduced. Think about it, a player with Dilatory Protocol and another with this augment you propose pair up, you can keep on healing your teammates in your base like forever with no effort. In reality this one kills the need for skill.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Impact rounds

How do you expect a electroball to have impact? For some reason this doesn't sound right to me.

On 8/27/2021 at 8:10 PM, pocrettttt said:

While tesla ball touch an enemy, he plants an mine under him, splash  ball damage removed

See, not many like the introduction of EMP Salvo for gauss or in general, augments which deal status effects itself. So how do you expect this idea of your to be liked? Mines are consumables, status effects are not consumables. So when a ball plants an enemy will a mine be consumed from the User's inventory and will there be any cooldown? I believe that this would be better off as a drone, as suggested by you yourself recently, rather than augments. Will only create new problems.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Accumulated rounds:

I don't really think it is fair to target 2 specific overdrives like that.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Bubble rounds:

Well do you really think its gonna be of any use other than for hunting hoppers while they are in mid air?

 

On 8/27/2021 at 8:10 PM, pocrettttt said:

Plasma rounds 

More like a Overdrive immunity. Not definitely a good one. Why? You just can''t make a turret superior to others by giving it immunity against overdrives.

 

On 8/27/2021 at 8:10 PM, pocrettttt said:

 ( next status effect that i will create exclusive for tesla)

Rules of this section state that 1 idea= 1 topic. If you want to suggest a new status effect create a new topic. Kindly remove this part so as to not get this one declined.

 

On 8/27/2021 at 8:10 PM, pocrettttt said:

Fire rounds
While tesla ball touch an enemy, he is fired by 100% but damage of ball is decreased by 50%(area damage/ effect) 

___________________________________________________

Cryo rounds
While tesla ball touch an enemy, freeze the targed by 100%, but ball recharge is increased by 10% and ball damage decreased by 30% (area damage/ effect) 

___________________________________________________

Ap rounds
While tesla ball touch an enemy, ap the enemy by 3 seconds, ball recharge decreased by 20%, but ball damage reduced to 40%

___________________________________________________

Emp rounds
While tesla ball touch an enemy, emp the targed for 3 seconds, but ball recharge increased  by 20% 

___________________________________________________

Jammer rounds
While tesla ball rouch an enemy,  jammer the targed for 5 seconds, no penality 

I believe it is only a matter of time these ones are added. We have similar ones for almost all the other turrets. So I believe we're gonna get them.

On 8/27/2021 at 8:10 PM, pocrettttt said:

Magic rounds
Every 3 tick-rail will crit
Crit damage reduced by 10%
Range Ball to ball connect: -70%

Max ball range :20 meter

Not really sure if I understood this one of yours.

 

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The Eye of Ra

Super-plasma ball, unlimited connecting firing range, provided that - 

  1. The target is line along the same X-axis as the ball (no vertical incline shots, not even by 1 degree)
  2. The target is in line of site of the ball (uncovered) when fired upon

Damage: it can vary by distance but its base significantly reduced from normal damage no matter what the range (damage booster has no effect)

Duration: it can have a damage limit and the ball expires upon reaching that limit, or expires when hitting an obstacle (no damage), it can maybe even be shot down

 

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yes, it is already overpowered. The only people that would benefit from this are people with tesla mk8 and buyers. 

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12 hours ago, Iron_Man said:

 

 

Supercharge as augments, I don't think that's a good idea. Since this is for team gameplay, the tesla can just keep on supercharging their teammates and the win will obviously be theirs. Why? Tesla does not need balls to increase its range. It can use teammates to increase its range. So you are just making the strong, stronger.

 

I will balance this decreasing the supercharged duration to 3 seconds,and the ball recharge by 30%

12 hours ago, Iron_Man said:

Considering its high damage, fire rate, and also the ability to increase its range, there's no point in existence of Isida if this augment were to be introduced. Think about it, a player with Dilatory Protocol and another with this augment you propose pair up, you can keep on healing your teammates in your base like forever with no effort. In reality this one kills the need for skill.

 

Yeah, isida will be very sad, so the ball splash is removed, and increase the ball recharge by 10%

12 hours ago, Iron_Man said:

How do you expect a electroball to have impact? For some reason this doesn't sound right to me.

 

Well,its interesting, because the ball will not just cause damage, but can push an enemy in situational conditions, well its something better than nothing

12 hours ago, Iron_Man said:

See, not many like the introduction of EMP Salvo for gauss or in general, augments which deal status effects itself. So how do you expect this idea of your to be liked? Mines are consumables, status effects are not consumables. So when a ball plants an enemy will a mine be consumed from the User's inventory and will there be any cooldown? I believe that this would be better off as a drone, as suggested by you yourself recently, rather than augments. Will only create new problems.

 

Does not make very sense, but mortar magnum do the same thing,new resources are interesting, also its not just alming and plant a mine, you need to hit the ball in one enemy to plant one,but i guess its a little weak, because tesla its an melee turret and most of time you die after kill someone making the augment a little useless, so i guess i could turn back the area damage, since the splash area its not that big

 

12 hours ago, Iron_Man said:

I don't really think it is fair to target 2 specific overdrives like that.

 

Its the only that i have a idea,because i guess ares ball destroy tesla balls, also crusader but if im wrong,it should be with them(because are project resources that can put in the map  and interact with them)

Ares: absorb the tesla ball with this augment , and in the explosion increase the explosion area range

Crusader: the same thing of crusader

 

12 hours ago, Iron_Man said:

Well do you really think its gonna be of any use other than for hunting hoppers while they are in mid air?

 

well, yes, in an angle that the enemy is up of you, like, you normally should to make an maneuver to adjust the alming , but its impossible for some maps and will took very time to just do it,

So its more easy just to make it as optional, well, really optional, because have better augments than this. Ps: fly hulls cannot adjust tesla ball angle

I will buff a little more the Auto-aim upwards

 

12 hours ago, Iron_Man said:

More like a Overdrive immunity. Not definitely a good one. Why? You just can''t make a turret superior to others by giving it immunity against overdrives.

 

well, it's not superior to others, after all, it's the only turret that can be countered by an overdrive, but i could balance that with this :

Ranged to conecct ball by any thing(allies/you/balls) is decreased by 50%

Max ball range: 30 meter

12 hours ago, Iron_Man said:

Rules of this section state that 1 idea= 1 topic. If you want to suggest a new status effect create a new topic. Kindly remove this part so as to not get this one declined.

 

Ok

12 hours ago, Iron_Man said:

I believe it is only a matter of time these ones are added. We have similar ones for almost all the other turrets. So I believe we're gonna get them.

 

yes

12 hours ago, Iron_Man said:

Not really sure if I understood this one of yours.

 

Its similar of the smoky augment, that in x shots, the next is an crit garanted, but i will edit that and balance a little more

Edited by pocrettttt
Heal splash removed> Ball splash damage removed(more easy to program) , buff Bubble rounds

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Twins:

Double barrel firing mode:

Pros - allows the user to fire out of both barrels at the same time.

Cons - firing rate is decreased by 50%.

Unlocks at Warrant Officer 3.

Striker:

Double barrel firing mode:

Pros - fires two rockets at the same time.

Cons - reload time is doubled.

Unlocks at 2nd LT.

Barrel Locking Mechanism (single rocket mode only):

Allows the user to manually lock and unlock one side of the turret. If one side is locked, then only the other side will be able to fire rockets.

Unlocks at Colonel.

Rubberized Rockets:

Pros - allows rockets to bounce off walls at as sharp as a 145 degree angle.

Cons - removes splash damage.

Unlocks at Warrant Officer 1.

Nuclear Remote Rocket Explosives:

Pros - functions like RRE except the splash radius is increased to 15 metres.

Cons - Reload time is increased by 40% and the rocket speed is stuck at 90 m/s.

Unlocks at Marshal.

Thunder:

Piercing Shells:

Pros - piercing through tanks ability is added and self damage is removed.

Cons - splash damage is removed.

Unlocks at Warrant Officer 4.

Deadly Caliber Shells:

Pros - damage is increased by 50%.

Cons - reload time is increased by 65%.

Unlocks at Marshal.

Railgun:

Rubberized rounds:

Pros - ability to bounce off walls is added.

Cons - ability to pierce through targets is removed.

Unlocks at Warrant Officer 5.

Magnum:

Highly Potent Shells (Vertical magnums only):

Pros - max splash damage range is increased by 10% and average splash damage range is increased by 45%.

Cons - reload time is doubled.

Unlocks at Marshal.

Smart Harpoon Projectiles (horizontal magnums only):

Pros - auto aim of 7 degrees upward and 10 degrees downward is added, will always fire at 100% power.

Cons - gravitational effect is removed, ability to shorten reload time is removed which means it'll be the same reload as it would at 0% power.

Unlocks at Marshal.

 

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On 8/27/2021 at 5:53 AM, TheCongoSpider said:

Seems too weak with a - 35% damage penalty. 

This is broken if the damage increase is on the sniping shot. 

Built-in laser system
Legendary augment for Gauss   << it doesnt say anything about snipe shots it just says 

Advantages Plus.png
- Damage: +35%
- Critical Damage +35%
Disadvantages Minus.png
- Laser shown when scoping

So i presume its Normal damage Only increased? 

Edited by GENERALSpidy

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5 minutes ago, GENERALSpidy said:

Built-in laser system
Legendary augment for Gauss   << it doesnt say anything about snipe shots it just says 

Advantages Plus.png
- Damage: +35%
- Critical Damage +35%
                                                                                                                                                                                                                    
Disadvantages Minus.png
- Laser shown when scoping

So i presume its Normal damage Only increased? 

Uh, I think @TheCongoSpiderwas talking about the jamming frost augment idea for freeze.

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On 8/27/2021 at 5:07 AM, B.A.B.I said:

Jamming frost
Legendary augment for Freeze
 

                                                                                                                                                                                                                                                                                 200px-Turret_freeze_m3.png
Advantages Plus.png
- Hitting an enemy will apply the 20px-Icon_Jammer.png Jammer status effect to them for 3 seconds.

Disadvantages Minus.png
- Regular Damage: -30%
- Freezing rate: - 50%

Available in Ultra Containers

i see Hammer has a jammer of overdrives so i presume This is a Fluke of the Idea that is on another turret?    : )   

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Ricochet Augments Ideas- 

SuperSonic Charger augment-   Equips Rico with a Supercharger booster in the Barrels to increase its Round Speed/Range but it cant Bounce more than 1 time due to its speed 

it becomes a Medium to Long range turret augment 

-Pro-  -Advantages- Plus.png   Rounds double or Triple its Speed and its Rounds Go Further than Normal 

-Con-  -Disadvantages Minus.png     Rounds are fast and can Only bounce 1 time,  Fire rate is Reduced by 20 to 50% ,  has a 10 to 15 second Reload speed and it takes 2 to 4 seconds after its Full Charge  , has to Charge back to Full  before it can be used if its Depleted, It doesnt charge back up until it runs Out , you cannot Fire Turret if its Reloading 

Edited by GENERALSpidy

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13 hours ago, PirateSpider said:

Striker:

Double barrel firing mode:

Pros - fires two rockets at the same time.

Cons - reload time is doubled.

This should get an other disadvantage, because it would be OP in this state. Like, -10% damage, -50% critical damage, less projectile speed.

 

13 hours ago, PirateSpider said:

Rubberized Rockets:

Pros - allows rockets to bounce off walls at as sharp as a 145 degree angle.

Cons - removes splash damage.

 

13 hours ago, PirateSpider said:

Railgun:

Rubberized rounds:

Pros - ability to bounce off walls is added.

Cons - ability to pierce through targets is removed.

Unlocks at Warrant Officer 5.

Both of these augments are not valid because RR is only aviable for turrets that have the bouncing ability. Not to mention that it would be unfair for ricochet.

 

13 hours ago, PirateSpider said:

Thunder:

Piercing Shells:

Pros - piercing through tanks ability is added and self damage is removed.

Cons - splash damage is removed.

If you want to get the piercing ability, use railgun. It would be wmvery illogical for thunder to get this ability.

 

13 hours ago, PirateSpider said:

Deadly Caliber Shells:

Pros - damage is increased by 50%.

Cons - reload time is increased by 65%.

Unlocks at Marshal.

50% is way too much, 30% would be better with 50% reload increase.

13 hours ago, PirateSpider said:

Highly Potent Shells (Vertical magnums only):

Pros - max splash damage range is increased by 10% and average splash damage range is increased by 45%.

Cons - reload time is doubled.

The splash of magnum is already big enough.

 

13 hours ago, PirateSpider said:

Smart Harpoon Projectiles (horizontal magnums only):

Pros - auto aim of 7 degrees upward and 10 degrees downward is added, will always fire at 100% power.

Cons - gravitational effect is removed, ability to shorten reload time is removed which means it'll be the same reload as it would at 0% power.

You will fire up to the sky due to no gravity. 

 

13 hours ago, PirateSpider said:

Nuclear Remote Rocket Explosives:

Pros - functions like RRE except the splash radius is increased to 15 metres.

Cons - Reload time is increased by 40% and the rocket speed is stuck at 90 m/s.

This is a buff to RRE but in a new augment. Why can't we just buff the existing one?

14 hours ago, PirateSpider said:

Twins:

Double barrel firing mode:

Pros - allows the user to fire out of both barrels at the same time.

Cons - firing rate is decreased by 50%.

Unlocks at Warrant Officer 3.

Sounds like a fair augment. 

On a side note, why did you give them unlock ranks? Unlock ranks were removed, and won't be just added back only for some new augments.

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6 hours ago, GENERALSpidy said:

Since when does Freeze has Sniping Shot then? smh

Oh my bad, thought you guys were flustered about a damage penalty.

On 8/26/2021 at 12:53 PM, TheCongoSpider said:

This is broken if the damage increase is on the sniping shot. 

How would it be broken? I mean as long as the enemy can see the laser, it'll be balanced. I actually prefer this over the current gross turret.

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4 hours ago, mjmj5558 said:

On a side note, why did you give them unlock ranks? Unlock ranks were removed, and won't be just added back only for some new augments.

Because they're gonna go along with this idea:

Which I think should really happen.

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On 9/1/2021 at 12:52 PM, PirateSpider said:

How would it be broken? I mean as long as the enemy can see the laser, it'll be balanced. I actually prefer this over the current gross turret.

I retract my statement for now after seeing the balance changes.

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Increase the damage on the current stabilisation alteration on railgun so when eSports players play light format light hulls without modules will be 2 shots. This is mainly an esports alteration so shouldn’t phase MM players too much.

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On 9/1/2021 at 4:12 AM, PirateSpider said:

Piercing Shells:

Pros - piercing through tanks ability is added and self damage is removed.

Cons - splash damage is removed.

Nah would be better to call it "Railgunized Thunder"

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I fell that use a lot of shots and recharge time is very large,

 So, the augment will use +20% of energy per shot, 

But, while you hit an enemy and cause damage, you restore 50% of energy used of shot

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This is a burst damage augment for a turret not meant for burst damage or infinite firing. When you equip Plasma Torch, you willingfully trade longevity for instant gratification. This augment doesn't need any buffs, especially how often I see it being used in battles. It shouldn't be a thought to make burst damage augments more prosperous. 

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Status Updated

My bad, really sorry. I did not see the "+" symbol. I apologize.

Coming to your idea, I don't really know if I am gonna like it or not but I definitely do not like the second suggestion of yours. That is technically the job of Berserk. Maybe increasing impact should do good.

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3 minutes ago, Iron_Man said:

Status Updated

My bad, really sorry. I did not see the "+" symbol. I apologize.

Coming to your idea, I don't really know if I am gonna like it or not but I definitely do not like the second suggestion of yours. That is technically the job of Berserk. Maybe increasing impact should do good.

Yeah, i think  you can adjust others parameters, i just thought to compensate the increase of energy, because need a lot of time to recharge again all clip (maybe 20s?)

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On 9/1/2021 at 5:44 AM, mjmj5558 said:

This should get an other disadvantage, because it would be OP in this state. Like, -10% damage, -50% critical damage, less projectile speed.

Its fine as is. Besides, A doubled reload time is good enough.

On 9/1/2021 at 5:44 AM, mjmj5558 said:

Both of these augments are not valid because RR is only aviable for turrets that have the bouncing ability. Not to mention that it would be unfair for ricochet.

Does it really matter? Thunder lost its uniqueness when other turrets started doing splash damage. And just about every mid-long range turret lost their uniqueness when gauss was added. ?‍♂️

On 9/1/2021 at 5:44 AM, mjmj5558 said:

If you want to get the piercing ability, use railgun. It would be wmvery illogical for thunder to get this ability.

Now why would I want to use railgun when its current garbage thanks to the nerf?

On 9/1/2021 at 5:44 AM, mjmj5558 said:

50% is way too much, 30% would be better with 50% reload increase.

Might as well use adrenaline at that point.

On 9/1/2021 at 5:44 AM, mjmj5558 said:

This is a buff to RRE but in a new augment. Why can't we just buff the existing one?

Because I'm NOT suggesting a buff in RRE. Current RRE is fine as is. This new idea would play a different role.

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