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Ideas for Augments!


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2 hours ago, Yveltal9 said:

@Iron_Man Can you now put a valid instead of merge?

 

It won't change anything, all ideas related to augments are eventually merged with the "Ideas for Augments" topic.

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1 hour ago, Spy said:

It won't change anything, all ideas related to augments are eventually merged with the "Ideas for Augments" topic.

But is it still Valid the idea, because I don't understand what do you mean by merged?

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Support Nanobots is not OP. If Juggernaut is being healed by one - just kill the Isida. Simples.

If there is a guy healing the Juggernaut that means 1 less player trying to attack your Juggernaut anyway, so it balances out. Healing the Jug is rarely an effective tactic - equipping Viking or Cyclone Striker/Shaft Heavy Capacitors with Booster and attempting to kill the enemy Jug is.

Edited by DestrotankAI9
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1 hour ago, Yveltal9 said:

But is it still Valid the idea, because I don't understand what do you mean by merged?

Dude, valid or merged, both get forwarded to the developers.

So no worries.

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14 minutes ago, DestrotankAI9 said:

If Juggernaut is being healed by one - just kill the Isida. Simples.

It's not always that simple depending on the map and the combinations their teammates are using. But the good thing is that you don't see healers like those using meta drones often. They're usually casual players who aren't even using Support Nanobots. I'm unable to see augment icons on mobile so I manually check by moving in front of them when I'm injured to see how much they heal me for. I also use that to gauge how upgraded their drone is.

 

But more importantly...

 

On 6/28/2021 at 7:53 PM, Yveltal9 said:

Hello,

Q&A for Hazel :

Will you ever buff the score of Isida when healing because I literally healed JGR from the beginning to the end of a battle and I have only 100 score?

Just some months ago you complained that the scoring for healing a Juggernaut was too low, and now you suggest a nerf for the augment focused on healing allies. What changed since then? 

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I really don't think support nanobots is OP.. Why? Yes I own this augment sure its healing is good along with its crit heal....However, when trying to attack enemy team with it its damage is kinda garbage NGL. Sure it can hold its own but it doesn't warrant the augment to labeled as OP because its not strong enough in offensive power its meant to support the team not for offensive play. Now a more useful augment that can over shadow support Nano bots is healing emitters for shaft. I also own this augment let me tell you it does a way better job at healing teammates and it does a way better job also in offensive play. Why? It takes time for Support Nano bot user to heal a teammate when having Shaft healing emitters can almost instantly heal a tank with its sniping shots as well and kill tanks without having to worry about any hindrances. Overall I think Support Nano bots are okay where they stand.

* I forgot to mention healing shaft can also heal with its arcade shots as well. 

Spoiler

 

 

I felt like adding this sound track XD. But seriously Support nanobots are okay as they are.

Edited by MysticBlood
added a note at the end. Also added a sound track XD
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1 hour ago, TheCongoSpider said:

It's not always that simple depending on the map and the combinations their teammates are using. But the good thing is that you don't see healers like those using meta drones often. They're usually casual players who aren't even using Support Nanobots.

Well that is true, but still I can't remember a game in the last month where I faced a team with support nanobots players in Juggernaut and thought "Wow this is OP". The last time I faced 2 support nanobots players healing a juggernaut, they gave me some nice free points from splash damage when I was using striker, and actually helped me kill the Juggernaut as I got my overdrive charged faster. Splash damage turrets = great free points from players around the Juggernaut. Nanobots might be viable in Juggernaut, but I definitely don't think it is game-breaking by any means - by far the best things there are Striker, Viking and Heavy Capacitors with Booster - Nanobots will not save the Juggernaut from those.

Also, Support Nanobots relies on its critical heals since the Critical damage patch - which greatly increased the amount of damage players take on average. By default, support nanobots Isida is worse when players are taking high "spike" damage, as then they will die before they can be healed up. So to nerf the criticals just because of one mode (Team juggernaut) would be awful - and I don't even see a balance issue there. Also, the criticals have made support nanobots a lot more fun to play, so it would be much more boring without them.

If some change was really needed (which I don't think it is), then nerf the power of critical heals on the Juggernaut (maybe). But certainly not a nerf to support nanobots because of one mode - and in any case I don't see any changes being needed. I have never had a problem winning in TJR because of healers - sorry to be impolite but I think @Yveltal9 simply needs to "learn to play".

@Yveltal9 Try equipping Striker with Viking and Booster, especially with Cyclone augment in Juggernaut and see how it goes for you. Or anything with Viking and Booster, really. I don't think you will have any problem with healers if you do that.
 

Quote

Just some months ago you complained that the scoring for healing a Juggernaut was too low, and now you suggest a nerf for the augment focused on healing allies. What changed since then? 


You have a great memory :P . Well that is interesting indeed lol.

Edited by DestrotankAI9
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3 hours ago, Yveltal9 said:

But is it still Valid the idea, because I don't understand what do you mean by merged?

Merged means the topic will go into another topic that has a similar subject. Particularly the "Ideas for Augments" topic.

1 hour ago, MysticBlood said:

really don't think support nanobots is OP.. Why? Yes I own this augment sure its healing is good along with its crit heal....However, when trying to attack enemy team with it its damage is kinda garbage NGL. Sure it can hold its own but it doesn't warrant the augment to labeled as OP because its not strong enough in offensive power its meant to support the team not for offensive play. Now a more useful augment that can over shadow support Nano bots is healing emitters for shaft. I also own this augment let me tell you it does a way better job at healing teammates and it does a way better job also in offensive play. Why? It takes time for Support Nano bot user to heal a teammate when having Shaft healing emitters can almost instantly heal a tank with its sniping shots as well and kill tanks without having to worry about any hindrances. Overall I think Support Nano bots are okay where they stand.

* I forgot to mention healing shaft can also heal with its arcade shots as well. 

To be honest, there are alot of things that can outclass isida even its support nanobots augment in the healing category:

• dictator OD.

• Ares OD

• healing emitters augment for shaft.

And now the new paladin hull's OD which is said to be released soon.

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5 minutes ago, PirateSpider said:

Merged means the topic will go into another topic that has a similar subject. Particularly the "Ideas for Augments" topic.

To be honest, there are alot of things that can outclass isida even its support nanobots augment in the healing category:

• dictator OD.

• Ares OD

• healing emitters augment for shaft.

And now the new paladin hull's OD which is said to be released soon.

I know but I was just trying to say support nanobots does not need a nerf at the moment. I used healing shaft as an example because I use it. 

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1 hour ago, MysticBlood said:

I know but I was just trying to say support nanobots does not need a nerf at the moment. I used healing shaft as an example because I use it. 

I know, I was just saying what I was thinking. Besides, if support nanobots got nerfed then no one would ever use it because there just would be no point when there are other things that can already do a better job at it.

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On 8/27/2021 at 10:40 PM, pocrettttt said:

 

Topic Merged

I suppose that you understand it now, why I said that it was only a matter of time before status effects augments were added.

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@Yveltal9 How about this suggestion?

- Make juggernauts "immune" to critical healing from Isida (i.e. Isida can no longer get critical heals on allied Juggernauts)

This would achieve the main part of what you are looking for, which was to nerf support nanobots healing on Juggenauts in their team - but without totally destroying the support nanobots augment in other modes, as your suggestion to "remove critical healing from support nanobots" would. In your original post you mention that you think support nanobots in general is OP - which I think most people would flatly disagree with - but if there is any issue with support nanobots in TJR then this would surely solve it. I don't personally think this is necessary, but maybe I don't play enough TJR these days - as I say I have never personally faced a Juggernaut being healed by an Isida which I've had a particular problem with in the last month or so of play. But maybe this kind of thing happens, I don't know.

Destroying a perfectly good augment however (and the main healing augment in the game might I add - pretty much the only option for those of us who want to play healer), for the sake of a rarely used strategy in one mode would be a disaster. So at least this change would accomplish what you are looking for, while keeping nanobots isida the same in all other modes.

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It will not be favourable as to nerf this alt has a whole . Isida is meant to be a turret for support and this alt boosts its functionality. Completely nerfing it to the ground does not make any sense . Its true that it provides a very big healing buff in healing heavy tanks including juggernaut quickly but thats how it is. Every alt has its own abillites which makes it unique . 

Nerfing it will lead to it behaving  like stock isida only. Things should be worked out as there should be less exp and points earned with this alt (If u are using this alt , u are using it at your own risk by not gaining enough EXP and score and just for the sake of healing  & that could also somewhat  lead to the reduction in the effectivness and popularity of "famous dic mech isida" but thats a whole separate thing)

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21 minutes ago, DestrotankAI9 said:

. I don't personally think this is necessary, but maybe I don't play enough TJR these days

I've seen it happen quite a few times. But my problem then wasn't the augment itself. It was the fact that there's no indication of groups. If it wasn't in a group, then I see no reason for the player to need to use isida, especially when there are things that do its job better.

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Isida was from the beginning a support tank, now like most of TO it's just a jumbled mess of augments and imbalances with no definitive meaning in the game.

With the exception of tesla which is unique, (for now) almost every turret has a copy and paste of another turret in the form of augments, which imo has ruined TO. I say tesla is unique, but I was forgetting it now has a augment that replicates rico, so even the newest of turrets is now being watered down just like the rest of them.

As for shaft healing players way across the map, novel idea, but totally ridiculous and just another example of a unique turret being turned into a copy and paste like all the rest.

Isida along with twins has always been last on the list for improvements (buffs) and when they finally get them the devs in their own UNIQUE way as always, take 10 steps in the wrong direction for every 1 they get right.

I'm not posting as much now because contrary to what the devs say, player feedback has never been taking into consideration, not when it comes to making a difference in battle and never when it comes to making changes to a particular hull, turret, augment, etc, because the devs no best and players are not allowed to suggest changes to the game that would affect it and possibly the economy, which the devs treat like the holy grail.

Game economy and balance can be achieved, lets start with isida and give it back it's unique qualities, go on devs be bold, do the right thing.   

Edited by G-92

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Here is some little ideas about Gauss's augments: (All of these Illustration pictures are my drawing, and they are Epic augments)

  - The first Augment make Gauss deal more damage, but slow the firing rate of this turret

  - The second one has the same mechanism of Berserk (Ricochet), Adaptive Reload(Hammer) and "Death Herald" Compulsator, that mean your turret will fully reload after a kill.

 

Có thể là hình ảnh về văn bản cho biết '"Mace ball" explosive shell Description Replace the standard explosive shell with thick explosive shell that deal devastating damage. At the same time the firing rate and reload time become slower. 245 000 Advantage Damage snipingmode: +50% Regular damage arcade mode: +15% Critical damage arcade mode: +15% at Reload timeregular time mode: +20% Reload Reloadm:+40% time mode: +40% Aimingtime:+10%'

Có thể là hình ảnh về văn bản cho biết 'Frenzy Salvo 245 000 Description Change themechm of Gauss's sniping mode that instant reload after destroy an enemy. Aiming time is decreased, but the reload speed of sniping mode is educed. Advantage Destroyingan enemy with sniping mode fullyreloadsthe Aimingtime:-30% Reload time of +20%'

Edited by Duyboy
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Interesting and nice drawing, but both are OP. Increasing +50% on damage for a sniper turret is just too much, and the +10% aiming time isn't an enough disadvantage for that.

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I like the presentation, but the augments are underwhelming. I can only see them being added as part of a larger "Gauss update" that gives it a large selection of new augments, including legendary UC-exclusive status augments. That's the model that the game is following these days, so I don't expect to see any more standard augments being added for crystals.

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7 hours ago, asem.harbi said:

Interesting and nice drawing, but both are OP. Increasing +50% on damage for a sniper turret is just too much, and the +10% aiming time isn't an enough disadvantage for that.

Oh, thanks! :

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6 hours ago, Maf said:

I like the presentation, but the augments are underwhelming. I can only see them being added as part of a larger "Gauss update" that gives it a large selection of new augments, including legendary UC-exclusive status augments. That's the model that the game is following these days, so I don't expect to see any more standard augments being added for crystals.

That mean there no longer the Augments for crystal in the future??

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12 minutes ago, Duyboy said:

That mean there no longer the Augments for crystal in the future??

Well, seeing as we just got 4 crystal augments for Tesla when it was released, there's a good chance there will be more, though it's unlikely that will be added for any currently existing turret. It's not economically viable to release crystal augments as opposed to UC-exclusive augments. But I have no actual official information on that, so it could go either way.

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21 minutes ago, FrozenRailgun said:

Illustrations are fine. The descriptions needs to change (the wording there doesn't feel like Alternativa will use them).

Oh,I think that i used too much word like "fring rate", "reload"

Edited by Duyboy
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Just now, FrozenRailgun said:

Illustrations are fine. The descriptions needs to change (the wording there doesn't feel like Alternativa will use them).

Actually, the descriptions are better than the ones Alternativa uses.

6 hours ago, Maf said:

but the augments are underwhelming.

That's cause these aren't upgrades, these are more like the alterations before 2020, which I personally like more than the augments, especially due to the way Tanki implemented them.

Spoiler

 

The "no rank restriction + varied cost + varied power + varied obtainability" system that is in the game now worked for Alterations, but not for Augments. I have no idea why the devs kept it the same even after the conversion. 

("Varied Power" is referencing inconsistencies in "upgrade power" such as Magnum's Harpoon Augment Vs. Magnum's Armor Piercing Core Augment. One is obviously more powerful than the other and thus the other one has no reason to be bought, especially when the other comes with built-in downsides/nerfs while the other one only comes with buffs to the turret. Same occurs with AP Magnum Vs Default Magnum, but since Alterations are out of the game, I won't mention default modifications)

 

 

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