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Ideas for Augments!


Maf
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There would have to be a downside. U cant just give a aug. a buff and no downside. Otherwise the rest would become obsolete. I would say decreased damage, range or reloading time.

Edited by artc
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On 9/18/2021 at 3:45 AM, DestrotankAI9 said:

@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.

It's enough too op the support nanabot alt and it doesn't need critical healing, don't abuse

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The trend of Advantages > 0 and Disadvantages < 0 is rather concerning. ?

I'd personally suggest either reducing plasma travel speed, reducing fire rate, or removing splash damage.

On another note, this augment may just as well render Ricochet obsolete.

 

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An interesting idea, but I don't think this is a good one unfortunately - because this would be too similar to Ricochet.

Ricochet needs to have some unique qualities - the other "Rubberised" rounds augments are if you notice, for turrets with much faster projectile speeds: Smoky & Vulcan. Twins is a short-range turret just like Ricochet, and its projectile speed is very similar. This would make it far too close to Ricochet, and also it would have these defining attribute of Ricochet while also having infinite firing, unlike Rico. Therefore I think it would potentially be too strong, and too similar to Rico.

Turrets are losing there uniqueness too much because of certain augments, and I think this would be a further step in the direction of turrets becoming almost the same.

Edited by DestrotankAI9
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On 9/21/2021 at 1:59 PM, Yveltal9 said:

It's enough too op the support nanabot alt and it doesn't need critical healing, don't abuse

Regular Isida has critical healing - if support nanobots did not have critical healing it would be worse at healing, in some respects (such as when Dictator or Hornet overdrive is activated) than regular Isida. And support nanobots does need critical healing - because of how much more DPS players do since the critical damage patch, which reduced the power of modules greatly. If players take more damage - then support nanobots needs more healing to remain a viable augment.

If you think support nanobots is OP then I think you are in a minority - I am pretty sure most players do not think it is OP. It is a pretty hard augment to do well with, outside of Siege and ASL Defence - and even there it is by no means OP. 

The suggestion I made would deal with the potential issues which you mentioned in Team Juggernaut (Juggernauts becoming too strong with with backup from support nanobots Isida team mates), without ruining support nanobots Isida in other modes, which is what removing critical from support nanobots would do. It also would not make sense to have critical removed from support nanobots (which is supposed to be the healing augment), and have critical on normal isida, so this suggestion would not work - I suggest you reconsider what I have suggested if you really think there is a problem in TJR with nanobots Isida.

Edited by DestrotankAI9
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aint you reffering to the gun called `Ricochet`? You should be at the ranks where its already unlocked or atleast seen it in battles.


Some people didnt know firebird exists, now look at the game, every gun is firebird. Firebird is now only unique by its limitation that it needs to be close to target.

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Augments for Railgun

Flash mode

The shot of railgun now reflect in walls,20 times, but after the first reflect , the damage is reduced by 50%

(Penetration continues the same if only decide to hit in straight line)

 

Super explosive rounds

The shot of railgun now explode with splash damage when hit an enemy, enemies near the explosion will take 50% damage

Radius of explosion: 10 meters

-Can accumulate damage if they are in straight line and close to each other

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This one is like adrenaline for turrets but increases the hulls defense when its health gets low.

 

Light hulls - protection is increase by 40%.

Medium hulls - protection is increased by 35%.

Heavy hulls - protection is increased by 30%.

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