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Ideas for Augments!


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Honestly, I'd be happy if such an augments were introduced but only gave speed boost, instead of protection, the way you described.
With all the defensive drones, getting more armor is far easy compared to speed.

 

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On 9/18/2021 at 8:25 PM, Duyboy said:

 

Topic Title: Some of my little suggestions about Gauss's augments
Idea Summary: 2 augments for gauss one of which increases the damage while decreasing the firing rate while the other will reload your turret completely after destroying a tank.

Topic Merged

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22 hours ago, PirateSpider said:

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%.

Im confused what you mean by protection. I mean this could easilly be abused. How many cry. does it take to get to 40% module just for 1 turret? If this aug. was made available for the normal 250k it would be way to cheap. Cause its basically 40% for every turret, if i get ur point right.

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1 hour ago, artc said:

Im confused what you mean by protection. I mean this could easilly be abused. How many cry. does it take to get to 40% module just for 1 turret? If this aug. was made available for the normal 250k it would be way to cheap. Cause its basically 40% for every turret, if i get ur point right.

40% protection for light hulls. I don't think it would be abused since the user would have to be low on health to take advantage of it. Now that I think about it, it probably wouldn't be very useful anyway.

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my other augment ideas are all on different pages  (at least 5 or 6) so I may  Repost them all together at some point But for now 137 138 or 140, 141, 143 and this page 148 in augments for my ideas

 

anyway  below is my representation of a augment idea i saw on this page or a few before

Twins Augments-

 

name ,  can be i guess for now Jolt Plasma Rounds-  plasma has ability to bounce but it isnt accurate 

-Pro-  -Advantages- Plus.png        Rounds can bounce of any wall or obstacle 

-Con-  -Disadvantages Minus.png      Slower fire rate , 1 bounce for twins plasma shots  , rounds increase speed by 10% after a bounce and bounce in a random direction / can skip bounce if it doesn't bounce and just moves in same direction as the wall ,    10 to 20% chance to bounce off a enemy tank  + removes splash damage to the plasma if it bounced off enemy, splash damage is decreased by 5% 

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Edited by GENERALSpidy

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1 hour ago, GENERALSpidy said:

my other augment ideas are all on different pages may  Repost them all together at some point on page 148 or 149,  

 

 

 

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This is because the posts get merged chronologically as to avoid any confusion, the one posted before gets posted earlier. Don't worry, your post isn't going anywhere and is clearly visible to admins and developers.

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This augment is weak in hight ranks and strong at low ranks because of protections and variety of immunities, most of time i only see adrenaline or rubberized augments so i suggest to rework a little this augment:

1-The augment will have an limit of temperature for burning the enemy based on your temperature, so if you are burning at 0.5, the max limit for burn the enemy will be 0.5

2- The damage of burning (if you warmed the enemy first) will be the same that you are receiving as damage(if you die and the enemy have burning, he will "purify" the effect,making the effect disappear)

3- The Penality of speed of Projectile is removed

4-Overheat resistance decreased by 50%

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Everything good but the last point made me wonder if is it right, I mean  the overheat is decreased by half its previous amount, then every time when there is a slight burning or medium burning, the damage dealt will go off pretty quickly, making it difficult to kill the enemy after it. Since incendiary was one of the augments which had the potential to kill the enemy when it was burning (similar to firebird)

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4 hours ago, nikunj04 said:

Everything good but the last point made me wonder if is it right, I mean  the overheat is decreased by half its previous amount, then every time when there is a slight burning or medium burning, the damage dealt will go off pretty quickly, making it difficult to kill the enemy after it. Since incendiary was one of the augments which had the potential to kill the enemy when it was burning (similar to firebird)

Well, the point of this augment was burn the enemy, but having 12 seconds to wait until burn was too much, so yes, decreased the resistence before heat youself

The duration of burning applied to enemy tank will be the same that you have and cannot pass the limit if your max limit heat is 0.5, the enemy will only have 0.5 of heat too

So if you want to burn the enemy for 10 seconds you need mk7 20/20 vulcan + this augment

The problem with this augment is that need alot of time to your shots reach the enemy, and most of times only works with low ranks because they have no so much hp, so you dont need to accurate so much shots burning

 

 

Edited by pocrettttt
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5 hours ago, nikunj04 said:

Everything good but the last point made me wonder if is it right, I mean  the overheat is decreased by half its previous amount, then every time when there is a slight burning or medium burning, the damage dealt will go off pretty quickly, making it difficult to kill the enemy after it. Since incendiary was one of the augments which had the potential to kill the enemy when it was burning (similar to firebird)

I thought OHR was the time it takes the Vulcan to start to overheat - how long that yellow energy bar will last.  Didn't think it had anything to do with how long the enemy will burn - isn't that dependent on how many bullets hit (and thus the amount target overheats)?

12 seconds is just too long for the Vulcan to wait for the main purpose of the augment to come into effect.

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-Isida Augments- 

 

supercharged nanobots?  Supercharged support nanobots ?   name pending- 

Heals teammate faster , damage heavy reduced, 

-Pro-  -Advantages- Plus.png    Can heal faster by at least 10 to 40%,  has a 10 to 30% more range than stock

-Con-  -Disadvantages Minus.png    if charge gets to empty then it has to reload to full before you can use it ,

at least 20 to 40% less damage when attacking enemies,

  if you stop firing at least 6 to 8 seconds it has to reload  back to full before use 

, Low cone angle,  makes it a bit harder for keeping turret on the healed teammate

 

i guess try to make it below like a in garage description for Below

Beam Splitter augment-  Inspired and Developed by scientists and mechanics from Hammers Duplet , they created and mechanically converted its Look and Design to be able to attack or heal multiple targets at once  ,  converted Look on this Isida is w shape instead of U of a normal Isida , it has 2 bars for its turrets charge (similar in design to Hammers Duplet)  Damage output on this augment is 15 to 40% less than Stock Isida ,  systems in this augment make it impossible to auto reload its energy if auto reload has been turned off 

M can change it from both sides to left active, or right active

N reloads what side of turret is active  if auto reload is been disabled

-Pro-  -Advantages- Plus.png    . it has a wider range head for multiple targets , 10 to 25% of its damage done to targets can be stored to heal a teammate more than its original health if its teammate is already at 100% health it lasts until that player has been destroyed 

minimal but still effective somewhat this Isida can heal 2 teammates at once but at a slower rate 

-Con-  -Disadvantages Minus.png  . Damaging 2 enemies splits its damage by at least 30 to 50% of its damage as if attacking a single target 

Depleting one one or both sides of energy has to recharge fully before it can be used ,

depleting both sides at once gives it a 10 to 25% reload increase time on top of its Normal recharge time

if attacking a single target it is at least 30 to 50% less damage but enemies do take damage from both turret sections but damage is slower firing if its a single target 

have to keep track of  how much energy has been depleted , if you stop using turret or one side for 5 to 15 seconds after attacking or healing it locks till Player has Reloaded the energy bar / bars on either side to full before you can use the active side of the turret 

Edited by GENERALSpidy

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-Thunder  Augments-

 

Deflection rounds Augment-    has a bouncey deflective casing for hitting players around the corner sometimes or if it bounced 1 time and hit the ground or enemy after its initial Bounce it explodes like a stocks thunder shell 

-Pro-  -Advantages- Plus.png   .    Can sometimes hit players out of range/ and or around a corner, 

shells have a 5 to 10% chance to explode like a normal thunder shell and not bounce

10 to 25% faster reload than stock  due to shells being smaller and lighter

Con-  -Disadvantages Minus.png      Its shells have distance before it can hit enemies like strikers Rockets, 1 Bounce per shell , 

shells when they bounce are in a random direction ,   

shells don't deal much damage when they hit a enemy (10 to 150 damage) and instead Explode after they have bounced 1 time ( 5 to 10 seconds after it has bounced )

10 to 30% less damage (after 1 bounce) than a normal stock Thunder

Less effective splash damage since it has to bounce before it does splash damage and it can miss enemy 

Edited by GENERALSpidy

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This augment allows you to move your tank while in sniping mode. The damage and reload is the same, but the turret moves noticeably slower while sniping, and the tank moves slower too. This is both a pro and con. The pro is that the slow speed will help you not to just run around in sniping mode not knowing where you're going, and making it a bit more steady while you move. The con is like when you move and peek behind a wall while sniping it will be harder to dodge long range shoots from railgun, shaft, gauss, smoky, thunder, and such. 

The release plan:

During its first release, it will be only obtainable through ultra containers for two months. After two months it will be released in challenges, and then released to garages for 300k crystals, making it the most expensive augment yet.

What are your opinion of this augment?

Edited by Incorp

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1 hour ago, PirateSpider said:

Sounds like it'll be hard to use.

That’s exactly the point. It is hard to use, so not just any buyer will be able to use it. A real pro with shaft can use it properly, no matter if he is a buyer or not. This augment depends on skill.

Spoiler

But then whoever is good at this augment prolly can’t join n.o.o.b. XD

 

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20 minutes ago, Incorp said:

That’s exactly the point. It is hard to use, so not just any buyer will be able to use it. A real pro with shaft can use it properly, no matter if he is a buyer or not. This augment depends on skill.

  Hide contents

But then whoever is good at this augment prolly can’t join n.o.o.b. XD

 

I do got a question though.

If the augment allows shaft to move while in sniper mode, how will that work when they want to move or aim? Will it require a different set of keys?

For example, if moving uses the arrow keys, will the aiming bit use the WASD keys?

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20 minutes ago, PirateSpider said:

I do got a question though.

If the augment allows shaft to move while in sniper mode, how will that work when they want to move or aim? Will it require a different set of keys?

For example, if moving uses the arrow keys, will the aiming bit use the WASD keys?

Yes, i guess so. Mouse control hen no nee.

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1 hour ago, mjmj5558 said:

Impossible to make due to keyboard and mobile players.

For mobile just tack on the hull control button. 

As for keyboard, thanks to this idea I got inspired for a new idea: you will control shaft to turn left and right through the normal z,x, and c. Up and down more complicated; I don't have a keyboard so you have to tell me which is most convenient.  You can change the controls through settings. That will help don't you think?

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39 minutes ago, Incorp said:

For mobile just tack on the hull control button. 

And how do i hold down the fire button, move, and turn shaft? Also i'm pretty sure most people turn shaft in sniping mode on the area of the movement pad.

 

39 minutes ago, Incorp said:

As for keyboard, thanks to this idea I got inspired for a new idea: you will control shaft to turn left and right through the normal z,x, and c. Up and down more complicated; I don't have a keyboard so you have to tell me which is most convenient.  You can change the controls through settings. That will help don't you think?

Then again, same problem. Most keyboard players use one hand for supplies and other hand for movement. I'm not a keyboard player tho, but i'm pretty sure they don't have a 3rd arm :laugh:.

Edited by mjmj5558
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2 minutes ago, mjmj5558 said:

And how do i hold down the fire button, move, and turn shaft? Also i'm pretty sure most people turn shaft in sniping mode on the area of the movement pad.

 

 

Yikes I always use the fire area to control shaft while sniping.  ?

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-Railgun Augments-

Finish later

-Railgun Energy rounds- Science and Engineering Found a way to increase Rounds Size of its attack making it easier to hit the Target but with a downside of Lower damage 

-Pro-  -Advantages- Plus.png    Can hit Target better 

Con-  -Disadvantages Minus.png    Lower Damage to Target , and Less damage to any other targets hit that isn't the main target also its Shots that hit anyone decrease by 10 to 20% after the main target

( So if main target is hit it Decreases Every time it hits another Tank)  

 

-The rounds that it shoots Is 10 to 20% wider than a Normal round shot and its Barrel is Wider in circumference due to a thicker Barrel than Normal and its also Shorter

Edited by GENERALSpidy

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More Tesla augments!

Smart chain generation - chain only include itself-generated lightning balls and enemies.

Impulsive minus-field - ball flies faster, recharge slower, deal less damage but have greate impact force.

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