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Ideas for Augments!


Maf
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Right now, Striker steamrolls Thunder in every category possible - it has a significantly faster reload unless Thunder equips one of its two reload decreasing augments which both push its damage down, and even in that case, Thunder's two reload decreasing augments are STILL slower than Missile Launcher "Hunter" spamming homing missiles mindlessly.

Even as a Striker player - I have to say, this is abhorrent. The higher damage that Striker has can stay, but I think its reload needs a very heavy nerf so it no longer encroaches on Thunder.

Striker reload should be pushed all the way back to how it was before the buffs - back up to 1.8 seconds, it can keep its double crit damage. Also, Missile Launcher "Hunter" should not be firing faster than Stock Striker firing arcades - it's easier to use, I don't see any reason it should be stronger. I would nerf the reload buff following the salvo all the way down to -10%, so that it would be firing missiles slower than simply firing arcades, but would keep the added benefit of being able to do a "quick shot" at the end by swapping to an arcade missile.

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This immunity is not enought to be used nowadays, since general coodowns of overdrives was increased and rarely this augment will be useful

So i suggest an new recourse to this immunity, 

The user will have +100% of charge/seg and +50% of charge/point on his overdrive load bar

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when you shoot from magnum and it hits ground it will create lava on ground for (15 seconds) and if you walk in you get burn damage 
similar to this: ( first 5 seconds ) there may be another alt that freezes your tank

 

Edited by Noob_001
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Jammer needs a change, maybe it should block opponents from gaining overdrive points so that "Jammer Immunity" which is a legendary augment actually becomes useful. If not then the rarity should be lowered to epic. Unreasonable for jammer immunity to be legendary even if its one of the most useless augments

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Basic Concept of this hull Augment is to deactivate active mines within a 10 meter radius, giving that it will help attacking heavily mined bases, giving that the protection module for mines is good, but does not fully protect one from the effects of the  mine blasts, and dps. 

Hence why a Hull Augment should be added so capturing flags, rugby and ect can be done so in a easier fashion. 

Hull Augment Description: Your Hull is now able to send super low ground emp waves that disable all mines within a 10 meter radius of your tank and your tank only. This module will not be able to protect you from flying mines that of which are placed by Mortar.

 

 

    

Edited by mattb1853
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That augment is used for attack and defense like now

But what about change the limit of range to drop an mine?

For example, if the range be highter than 100   > 50 meters from the shot origin and the place that received the shot, the mine will not appear, but only deal the damage of normal magnum

Edited by pocrettttt
More balance

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13 hours ago, mattb1853 said:

Basic Concept of this hull Augment is to deactivate active mines within a 10 meter radius, giving that it will help attacking heavily mined bases, giving that the protection module for mines is good, but does not fully protect one from the effects of the  mine blasts, and dps. 

Hence why a Hull Augment should be added so capturing flags, rugby and ect can be done so in a easier fashion. 

Hull Augment Description: Your Hull is now able to send super low ground emp waves that disable all mines within a 10 meter radius of your tank and your tank only. This module will not be able to protect you from flying mines that of which are placed by Mortar.    

An augment that deactivates mines within a 10 meter radius? So how are you supposed to use this augment, is there a way to trigger this augment? How many uses? 

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19 hours ago, Noob_001 said:

when you shoot from magnum and it hits ground it will create lava on ground for (15 seconds) and if you walk in you get burn damage 
similar to this: ( first 5 seconds ) there may be another alt that freezes your tank

 

Cool ?

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@K3-19 To answer you question it is quite basic giving that it is like every other hull augment and it will be a permanent effect once it is equipped with your hull, also the augment does not destroy mines it deactivates them giving you an immunity to them but the mines will denotate when other teammates or players go over them. 

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