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Ideas for Augments!


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On 11/7/2021 at 6:35 PM, Noob_001 said:

i checked heavyweight construction advantages and it says:

light hulls: +200% weight
medium hulls: +150% weight
heavy hulls: +200% weight

i checked hulls weight and i found that: dictator have 3600 weight  mamonth 4000 with heavyweight construction dictator have 9000 mamonth 8000 
hornet have 2200 weight viking 2600 with this augment hornet 6600 viking 6500 i think that unfair for heavy hulls this augment is almost useless (because it also have disatvantage accelaration -33%)
i also brought video where i made comparison mamonth with and without heavyweight construction and there was almost no difference ( in push power ) 
so my suggestion is put for both: light medium and heavy hulls +200% weight thats unfair cuz light hulls have more advantage with this augment

 

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On 11/10/2021 at 6:45 PM, 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

 

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On 11/11/2021 at 5:23 AM, pocrettttt said:

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

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On 11/11/2021 at 12:48 AM, 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.

 

 

    

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Since the round destabilized augment has been nerfed due to high efficiency where it was basically designed to ignore railgun protection and deal high damage.
A similar augment is present - and that is the blunderbuss alteration. But here the player can also deal full damage at close ranges, and in addition to that, have a 50% chance of dealing a critical shot, which is always devastating. So basically, this augment also is designed to ignore hammer protection. 

Please consider this issue. Even if my suggestions are trash, you guys can come up with a solution yourself. 

Suggestion 1: Increase normal damage by 65%, critical chance unchanged, critical damage highly reduced with 130%+ horizontal scatter instead of 200%, Making it a very close range turret.

Suggestion 2: Initial and max critical chances reduced to 35%. No other changes.

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I don't suppose, I have got any right to decline this.

If an augment like Round Destabilization could get such a drastic rework, I don't suppose there's anything wrong in what you say.

I don't suppose many will like this though, which is why I am giving it, under review tag.

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The idea behind Hammer critical chance augments (IMO) was to ressurect one interesting mechanic with pellets spread. Everyone ignores it, because it lowers your damage, but gives opportunity to hit multiple targets. Problem is that you never know, when exactly it occurs. And because of that everyone (includes me) use BB to one-shot one target. it would be interesting to have Sorted ammunition analogue for Hammer. So, say, every last shot deals critical. In this arrangement Hammer users will know when turret deal CD and strategically try to hit multiple targets at once.

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22 hours ago, It_Aint_Too_Late said:

Since the round destabilized augment has been nerfed due to high efficiency where it was basically designed to ignore railgun protection and deal high damage.
A similar augment is present - and that is the blunderbuss alteration. But here the player can also deal full damage at close ranges, and in addition to that, have a 50% chance of dealing a critical shot, which is always devastating. So basically, this augment also is designed to ignore hammer protection. 

Please consider this issue. Even if my suggestions are trash, you guys can come up with a solution yourself. 

Suggestion 1: Increase normal damage by 65%, critical chance unchanged, critical damage highly reduced with 130%+ horizontal scatter instead of 200%, Making it a very close range turret.

Suggestion 2: Initial and max critical chances reduced to 35%. No other changes.

I disagree. The reason that round destabilized augment got nerfed is that firstly it is in common category of rarities WHILE the Blunderbuss augment is in Legendary class. Secondly, Rail gun was a long range turret which you could not return back damage leaving railgun a camper turret whereas hammer is close range one by which you could always get face to face and deal damage and kill him. Third, the critical chances of both are not comparable meaning that destabilized augment would deal critical damge by every 3rd shot sometimes second shot while blunderbuss would do that at higher number of shots, every 5th or 6th shot.

Thus No changes needed to modify this ULTRA CONTAINER drop augment

Edited by SulfuricAcid

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Currently stock isida deals more damage then it heals. I suggest to me it heal the same amount of damage it deals. So mk1 isida deals, I'm rounding it off to 144 damage per tick damage, and 50 health points per tick.  Average is 97. So mk1 deals 97 damage per ticket and 97 health points per tick. Mk7 deals I'm rounding it off to 88 health points per tick, and also rounding, 254 damage per tick. Average is 171. Therefore mk7 isida deals 171 health points and 171 damage per tick. The critical damage also uses the same method, averaging the damage and health points, making dealing damage more dependant on critical ticks.

The augment after this change would be what stock isida is now; deals more damage but heals less. It would be called 'assault nanobots'.

What do you think? This would make Isida's normal damage easier to counter, but the criticals will be more devastating. 

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If you want to heal: use SN 

If you want to deal damage, then you don't want to heal a lot. The current healing rate is fine, because you can still help the allies, but lowering the damage of the turret will make it uneffective for attacking. That's why, I think, it shouldn't change.

Healing a lot and focusing on enemies is not possible.

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There would be little use for Support Nanobots compared to the new Stock Isida in your suggestion, because your Stock Isida would also be healing quickly which tramples on Support Nanobots' niche. The only place Support Nanobots would be useful in compared to this new Isida is healing Juggernauts due to their high health pool coupled with their frequency of being severely injured. 

 

Nanomass Reactor would deviate from its intended purpose and become worse in it. Players without good ping would not be able to deal good damage to their enemies when using Broadband Radiators and would have their damage shackled by their increased healing which, again, is supposed to be Support Nanobots' job. 

 

With the way the game is set up, I don't think this suggestion can work out well.

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2 hours ago, TheCongoSpider said:

There would be little use for Support Nanobots compared to the new Stock Isida in your suggestion, because your Stock Isida would also be healing quickly which tramples on Support Nanobots' niche. The only place Support Nanobots would be useful in compared to this new Isida is healing Juggernauts due to their high health pool coupled with their frequency of being severely injured

Oh right, oops

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9 minutes ago, Incorp said:

Oh right, oops

If you're making big changes to Stock turrets, you'll also have to make relevant adjustments to their augments, as they stem from the Stock turrets. In this case for Isida, equalising the damage and the healing is not the way to go unfortunately. Damage can be reduced in some way (Boosted Armour, protection modules, Titan's dome), healing cannot. Equalising the healing and the damage like in your suggestion would make it less profitable to use the turret offensively, and would also have many players being unkillable because almost every Isida would be able to heal their allies quickly. 

 

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5 minutes ago, TheCongoSpider said:

If you're making big changes to Stock turrets, you'll also have to make relevant adjustments to their augments, as they stem9 from the Stock turrets. In this case for Isida, equalising the damage and the healing is not the way to go unfortunately. Damage can be reduced in some way (Boosted Armour, protection modules, Titan's dome), healing cannot. Equalising the healing and the damage like in your suggestion would make it less profitable to use the turret offensively, and would also have many players being unkillable because almost every Isida would be able to heal their allies quickly. 

 

That's the thing about balance, if you change something you have to remake everything 

Edited by Incorp

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46 minutes ago, Incorp said:

That's the thing about balance, if you change something you have to remake everything 

Isida doesn't need this change though, it'll just have isidas making their allies invincible. Also, this makes stock isida override the current identity of one of its augments - one that there is currently also no reason to change. That identity cannot stay without either overtuning the augment to a ridiculous degree, i.e. changing the augment to have such a high heal/second so that it makes allies invincible, or adding new features to it, which would require coding changes.

The former is clearly a huge balance issue, and the latter is something that inherently makes no sense - there's no reason for a coding rework of a turret or augment that's just fine as it is.

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Shaft is currently having a maximum reload of 10 seconds with the stock parameters. I came up with this idea, inspired by the new patch note.

Clipped capacitors augment - gives shaft's sniping mode three clips! So after you sniped once, there is still enough energy left for two more snipes. A bit like hammer. 

Advantages:

  • Have 3 sniping shots with no reloading needed in between each three shots in the clip

Disadvantages:

  • Reloading after consuming all three shots in the clip is 15 seconds
  • Arcade shots damage decreased to 250-500 damage
  • Critical arcade shots damage decreased to 350-650
  • Arcade shots are disabled when you are capable of sniping. Thus, arcade shots will only be available while reloading.

Additionally, there is a two  seconds pause between each scoped shot.

What do you think? Anything I can change to make this idea better? Share your thoughts below!

Edited by Incorp
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And how is the pause time between every sniping shot? Is it immediate or some seconds?   Like in Hammer you can't empty the clip, 3 in once.

Edited by asem.harbi
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6 minutes ago, asem.harbi said:

And how is the pause time between every sniping shot? Is it immediate or some seconds?   Like in Hammer you can't empty the clip, 3 in once directly.

Oh thanks for reminding me, I suppose 3 seconds will be sufficient?

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On 12/10/2021 at 12:41 PM, Incorp said:

Shaft is currently having a maximum reload of 10 seconds with the stock parameters. I came up with this idea, inspired by the new patch note.

Clipped capacitors augment - gives shaft's sniping mode three clips! So after you sniped once, there is still enough energy left for two more snipes. A bit like hammer. 

Advantages:

  • HAve 3 sniping shots with no reloading needed in between each three shots in the clip

Disadvantages:

  • Reloading after consuming all three shots in the clip is 15 seconds
  • Arcade shots damage decreased to 250-500 damage
  • Critical arcade shots damage decreased to 350-650

Additionally, there is a three second pause between each scoped shot.

I'm sorry but as a Shaft main, I have to give it a hard pass.

THREE sniper shots? That's insane... Even with the hardcapped 15 seconds reload, watch EVERYONE are going to spam that augment...

That's 9.9k damage in total....

Nerfing Arcade shot means more camping incoming...

Edited by FrozenRailgun
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