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Ideas for Augments!


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On 1/3/2022 at 7:28 PM, XD_PRO said:

 

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On 1/1/2022 at 9:27 PM, Econfidant said:

 

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On 1/2/2022 at 9:06 PM, Incorp said:

 

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Augment ideas for Magnum

1) Time-sensitive shells

Uses the latest time-sensitive shell technology. Increasing time of flight allows for more thorough mixing of chemical compounds within the shell, which results in a noticeably bigger punch and larger lethal radius. Conventionally used only in aerial bombs and missiles, such shells diminish in efficacy at close combat, not to mention, it has the strange problem of inflicting additional self-damage due to leakage of unmixed chemicals. 

This augment excels at making long range shots (across the map) or engaging in indirect fire (say by scaling high structures). Since high-power shots take a few seconds before reaching target, the increase in splash radius should be enough to compensate for the slower reaction time. 

Advantages

  • Damage increases with shell time of flight (i.e. the time after firing and before hitting the target)
  • Max splash damage radius increases with shell time of flight (e.g. increase up to the critical splash damage radius) 
  • Vertical aiming 

Disadvantages

  • Base damage: -30%
  • Self-damage: +100% (i.e. two times of the damage dealt to enemies at melee range)

For example, 

300px-Magnum_curve.png

The high-arc trajectory (blue) will deal considerably higher damage than the low-elevation one (green) since the blue shell takes longer to reach the target.

Technical details:

The idea of this "Time-sensitive shells" augment is to further boost high-elevation or long range shot at the cost of a (severely) crippled close combat.

Using Range as a proxy for shell time of flight, let's compare the damage of this augment "Time-sensitive shells" vs "Reinforced gun carriage" (hereafter RGC).

  • At Melee range, "Time-sensitive shells" deals less damage (30% base damage penalty) compared to RGC AND suffers from additional self-damage (+100%) 
  • At Short range, "Time-sensitive shells" still deals less damage than RGC - due to the base damage penalty
  • At Medium range, "Time-sensitive shells" deals similar damage as RGC - with the base damage penalty is offset by increase in damage due to shell flight time
  • At Medium-Long range, "Time-sensitive shells" deals 10-30% higher damage than RGC 
  • At Long range, "Time-sensitive shells" deals 40-50% higher damage than RGC

 

2) Berserk

Perfect augment for skilled magnum users who enjoy going on a multi-kill spree. Destroying two or more tanks with a single shell guarantees the next shot to be a critical hit. The (larger) critical splash radius, under the right circumstance, allows you to continue your critical hit rampage and take out groups after groups of adversaries. When it's over, you'll need to settle for the standard (smaller) splash radius to score you another lucky multi-kill and restart that cycle. 

Advantages

  • Scoring a multi-kill  (i.e. 2+ tanks destroyed) with a single magnum shot guarantees the next shot to be a critical hit (e.g. damage unchanged but with critical splash radius)
  • Horizontal turret rotation (with angle fixed)

Disadvantages

  • No random critical hits [e.g. critical chance step=0; maximum critical chance step=0 (?) ]

*: Horizontal, rather than vertical aiming, is preferred with this augment. In order to avoid the problem of high-power shots, with longer time in flight before hitting target, which might cause multiple shells to be in the air simultaneously, thus making the "next shot after multi-kill" ambiguous

Edited by Econfidant
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On 1/10/2022 at 11:04 PM, wolverine848 said:

Making another item OP does NOT make things better. 

Ironically, it helps increase diversity. It's stupid, but it does make things better.

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There should be a feature to be able to sell augments. since a lots of people have augments from containers they don't need or want there should be a way to sell them for half the price you can buy them for (or some sort of reward). it would help boost the garage of free to play players. 

 

Like if you agree

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On 1/14/2022 at 8:17 AM, FLIP1 said:

There should be a feature to be able to sell augments. since a lots of people have augments from containers they don't need or want there should be a way to sell them for half the price you can buy them for (or some sort of reward). it would help boost the garage of free to play players. 

 

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Not a bad idea, I don´t think I would really use it though, because selling the useless augs would cause them to appear in the containers again.

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On 1/6/2022 at 4:13 AM, TheCongoSpider said:

 

 

On 1/7/2022 at 5:40 AM, ColosoAG said:

 

 

On 1/2/2022 at 11:53 PM, TheCongoSpider said:

 

 

On 1/5/2022 at 5:06 AM, TheCongoSpider said:

 

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IDEAS FOR EXOTIC TESLA AUGMENT

Healing Charge / Supportive Charge

There are 2 different but almost the same ideas for Healing Tesla.

 

 

1. Idea

 

Chain Lightning:

Instead of dealing damage It heals allies as much as the damage would be (in mk7+ it is 810). 1 ally get 810 hp. 2 allies get 405 hp .... The hp is divided when more allies are in the chain lightning like it is currently for the damaging. Critical heals are 810 hp to all allies who were connected with the chain lightning. Basically the only change is damage converted into healing allies.

 

Lightning Ball:

Speed is reduced by 50%, reload is reduced by 100%. The ball itself doesn't have damage, and If an enemy comes in contact with one It passes through them. The Ball automatically connects to enemies and dealing damage (in mk7+ it is 810 dmg / 1 sec, damage is not divided if more enemies are nearby the ball, since the ball only damages in the range of the ball (22m) and does NOT connect tank to tank). [This can seem OP, but If enemy escapes from the range of the lightning ball you can't deal damage until lightning ball is reloaded again! I hope It is understandable that the ball lightning itself has no damage and doesn't explode when enemies go through it, but when enemies come nearby the ball range which is 22m It connects to the enemy and deals damage!]

 

Advantages

Chain lightning heals allies

Lightning ball automatically damaging enemies

Lightning ball speed: -50%

 

Disadvantages

Chain lightning deals no damage

Lightning ball deals no damage

Lightning ball reload: -100%

 

 

 

2. Idea

 

Chain Lightning:

Increases Critical chance to 20%, because the lightning ball does not deal damage.

 

Lightning Ball:

Speed is reduced by 50%,  Reload is reduced by 150%, Range is reduced by 50%. The ball itself doesn't have damage or healing and If an enemy comes in contact with one It passes through them, doesn't explode. When allies are nearby the ball It heals them. *If no teammates are nearby  the ball heals you. (in mk7+ it is 810 hp / 1 sec, healing is not divided if more allies are nearby the ball, since the ball only heals in the range of the ball (22m) and does NOT connect ally to ally). [This augment has less range for the ball, so you can't go miles while the ball is healing you/allies. This augment has slower reload than the one before because it can heal you as well and it is a big advantage, IF allies are not in the range of the ball!!!]

 

Advantages

Chain Lightning: Critical chance is 20%

Lightning ball speed: -50%

Lightning ball can heal allies and you*

 

Disadvantages

Lightning ball reload: -150%

Lightning ball range: -50%

Lightning ball deals no damage

 

NOTE: If these augments considered adding to the game, I would like the 1.Idea 's Lightning ball to be DARK RED, The 2.Idea 's Lightning ball to be DARK GREEN! This is because enemies and allies can have a sight of what the Lightning ball can do and It becomes less Overpowered. If the ball is red enemies will know not to go close to ball if not necessary because it automatically damages them! If the ball is green allies will know and go closer to get healed.

People who are worried about more and more turrets having healing augments I have an idea for a status effect that makes you unable to heal yourself any type of way [No OD, No Turret, Repair kit... will be able to heal you] and It breaks hull augments as well. This status effect would be called ' ACID ' and available for exclusively a New Drone that give this status effect. If you are interested go to the Ideas and Suggestions for Drones and check it.

Thank you for your attention, tell me how you liked these ideas. If you have anything against these augments, please explain them why are they not balanced so I/We can perfect it. I don't think Healing Tesla would bring an end to this game. Any augment can be good and useful It just needs to be balanced!

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On one of my accounts I have toxic freeze augment which I used and played for many hours. Now the augment would be great if the AP duration time would be increased to at least 2 or 2.5 seconds.  The current 1 second AP duration is not enough and the damage along with freeze rate was lowered making this augment absolutely useless. When I play in battle I don"t see this augment helping me at all. I have compared this augment to high pressure pump(which you can buy for crystals) and my conclusion was that high pressure pump is better. The augment that I can buy for crystals deals more damage, freezes better and performs better in battle than Toxic freeze (legendary augment). Reason why Toxic freeze is horrible is because the AP duration is 1 second and I don't see it helping me at all apart from me dealing less damage and getting less kills. My suggestion would be make the AP duration to 2 or 2.5 seconds or increase the damage freeze does. Developers made this augment to destroy Armour and for that they sacrificed the damage and freezing rate which makes sense. But the duration or AP is so low that I would rather use and simple augment that I can buy for crystals than a legendary augment. I really hope you understand. Thank you.

Edited by flyingfire
I missed one point while writing.
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2 hours ago, flyingfire said:

On one of my accounts I have toxic freeze augment which I used and played for many hours. Now the augment would be great if the AP duration time would be increased to at least 2 or 2.5 seconds.  The current 1 second AP duration is not enough and the damage along with freeze rate was lowered making this augment absolutely useless. When I play in battle I don"t see this augment helping me at all. I have compared this augment to high pressure pump(which you can buy for crystals) and my conclusion was that high pressure pump is better. The augment that I can buy for crystals deals more damage, freezes better and performs better in battle than Toxic freeze (legendary augment). Reason why Toxic freeze is horrible is because the AP duration is 1 second and I don't see it helping me at all apart from me dealing less damage and getting less kills. My suggestion would be make the AP duration to 2 or 2.5 seconds or increase the damage freeze does. Developers made this augment to destroy Armour and for that they sacrificed the damage and freezing rate which makes sense. But the duration or AP is so low that I would rather use and simple augment that I can buy for crystals than a legendary augment. I really hope you understand. Thank you.

Increase of ap duration wont make a difference as unlike other turrets that apply ap effect for some time freeze doesnt have to reload to take advantage of the ap status hence why its just 1 sec of ap. A damage buff would be better with maybe 3 sec of ap only during crits. 

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One second is more than enough for AP.  Freeze can do 4 ticks per second, if you was fighting an enemy, you wont miss the AP except if you missed 3 ticks on him, then you have to AP him again.

Toxic Freeze the only disadvantage it have when you fight non AP Immunity player, is when the player have no armor. But starting from someone have at least DA, your damage will be directly +10%. And if someone have DA + 50% prot, your damage will jump to be increased by 120%. And if someone have DA + 50% prot + Defender, your damage will be 230%+.  Seems like needs a nerf more than a buff.

Edited by asem.harbi
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Absolutely disagree, this thing is absurdly overpowered against a team that DOESN'T have any protection against it, currently the only way to fight against a freeze AP would be Mammoth's or Paladins overdrive (for f2p players).

Together with it, add the fact that Freeze has huge critical hit damage and it also freezes you in the process, disabling your double damage, and that anyone can potentially instakill you when you have the status effect on your tank, even if it lasts for a single second.

More than a buff, i'd suggest for a nerf.

If there's any AP augment that deserves a buff it's Ricochet's one.

Edited by JustBlackWolf
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Toxic Freeze was very OP before the nerf, but I disagree with how the developers nerfed it (and how they also recently nerfed Shock Freeze). The fact that it used to deal the same damage on critical strikes as regular Freeze meant that it did not lose value against Freeze modules (critical damage IGNORES modules - therefore since the normal Freeze ignored modules, criticals from Toxic Mix Freeze gave less benefit against Freeze modules than they did for normal Freeze), but now I do feel that in general Adrenaline and Jamming mix are by far the best Freeze augments (unless the enemy team is using many Titans).

As for the nerfs to Shock Freeze, I think the changes were totally unnecessary.

The correct way to nerf both Toxic Mix and Shock Freeze IMO - was to do NOTHING with the way in which the augments differed from normal Freeze, but instead to NERF FREEZE IN GENERAL (and possibly alter the current version of the Cold status effect). There was no issue with either Toxic Freeze or Shock Freeze before Freeze received the MASSIVE buff to critical damage, and then on top of that - the large buff was given to the Cold status effect, adding more power on top of a turret that was already OP.

Once Freeze receives the nerf that it inevitably will, I have no doubt that both Toxic Mix and Shock Freeze will be among the worst augments in the game. There was no need to give them specific nerfs, Freeze itself needed nerfs - the mechanics of Toxic Freeze and Shock Freeze were perfectly fine, and both were interesting augments (especially Shock Freeze). I am sad to see Shock Freeze in particular, ruined as it has been.

As for this suggestion, as others have said - buffing the duration of the AP effect would do basically nothing. If you fire on a target continuously, the target will be constantly under AP status effect. A buff to 2, 5, or 10 seconds of AP will not change that. So if you want to buff AP Freeze (and I don't think we could really consider any buffs, until Freeze itself is nerfed in general), I think you would need to make other suggestions.

Edited by DestrotankAI9

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I'm hesitant to post this, since Freeze is still in the process of "content generationᵀᴹ", but I'll give it a shot.

So, AP Freeze, Jamming Freeze, and now EMP Freeze are three of the four most busted augments in the game with the change to cooling disabling damage enhancers, giving them two strong statuses.

So, I have a simple solution - AP and EMP Freeze prevent you from doing damage to enemy tanks as well as preventing your protections from stopping incoming damage, so why not prevent them from doing the same amount of damage as stock and turn them into pure support augments?

AP and EMP Freeze:
Normal damage reduction increased from -45% and -50% to -60%
Critical damage reduction increased from -45% to -60% for AP Freeze and introduced at -60% for EMP Freeze
Status time = 1 second
Freezing rate -50% for EMP Freeze

Essentially - they'll still be crippling to whoever they're fighting, but they will not be able to finish them off themselves, and their statuses will only apply when they are still attacking the enemy tank. (Whoever thought that EMP needed a longer duration than AP because it has a penalty if you let it wear off... it's a melee turret. You should get punished if you waste ammo, and other EMP augments get punished harder for doing so compared to their AP counterparts... What kind of logic was that?)

Now, Jamming Freeze is a different story. The problem is that it trades away being able to disable drones for… nothing. I think it should have a trade-off – the best case scenario is that it disables a Defender player, shutting off both their boosted damage and taking away their extra armour from their drone, and the worst case scenario is that it does almost nothing, against a Brutus or droneless player. To balance this:

Normal damage reduction added, -20%
Critical damage reduction added, -20%

At -20% normal and critical damage, it will remain advantaged versus opponents with a supply boosting drone, but will be generally slightly weakened in comparison to stock freeze when fighting all the other types of drones in exchange for the utility of blocking overdrives.

Thoughts?

Note that this post was written prior to the announcement of the "EMP no longer resets repairs and mines" update, patch #677.

Following that patch, the reasoning for EMP Freeze having a 3 second duration has become even more unjustified - the point about melee turrets being capable of stopping the over time healing is no longer relevant because the enemy no longer even gets their repair kit.

In addition to the EMP Freeze changes above, I would like to append the following:

Freezing removed for EMP Freeze

Come on. AP and Freezing in conjunction are equal to EMP in power now, at least in this case. The AP+Freezing combo gets to disable protection modules, the EMP Freeze gets to prevent repair kits happening at all. There's no justifiable reason for EMP Freeze to still have the slowdown benefits from from cooling ON TOP OF THE EMP. There is no more risk of the enemy getting away and using a repair kit - not that there ever was, with the nonsensical three second duration.

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Why does this have the "Balance" category stuck on it? This change clearly does not pertain to balancing the game, it's catering to those who abuse the augment and want it stronger.

Forum moderators need to do a better job categorizing posts.

Edited by Abellia
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On 2/1/2022 at 10:39 PM, nikunj04 said:

I agree, the nerf in the stats of the AP freeze forced me to change to Adrenaline freeze again. It has become less potent, unlike rest AP augment.

So when a strong status augment like AP freeze gets nerfed in a way, it sucks???  I use AP freeze myself and I still average 25+ kills with hornet/Hunter/ and Etc. on and could have even used booster or crisis. I considered  pre-nerf AP freeze as broken since my badger module did nothing and my Armadillo was rendered useless against this augment. I would use AP immunity but that augment would still shred my max armadillo and badger to bits . I still think the current AP freeze is still considered strong. I would rate the current AP freeze an A Tier. The pre-nerf would have been an S+ tier pertaining to status augments. 

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23 minutes ago, Abellia said:

Come on. AP and Freezing in conjunction are equal to EMP in power now, at least in this case. The AP+Freezing combo gets to disable protection modules, the EMP Freeze gets to prevent repair kits happening at all. There's no justifiable reason for EMP Freeze to still have the slowdown benefits from from cooling ON TOP OF THE EMP. There is no more risk of the enemy getting away and using a repair kit - not that there ever was, with the nonsensical three second duration.

Well who wastes an RK when they are under attack by AP freeze?  It's the same thing as not being able to use one.  In some ways it's worse - cuz some players might think it's gonna help them... ?

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6 minutes ago, wolverine848 said:

Well who wastes an RK when they are under attack by AP freeze?  It's the same thing as not being able to use one.  In some ways it's worse - cuz some players might think it's gonna help them... ?

Yes plz don't use it the ap freeze users need all the help they can get ok ?

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12 minutes ago, MysticBlood said:

So when a strong status augment like AP freeze gets nerfed in a way, it sucks???  I use AP freeze myself and I still average 25+ kills with hornet/Hunter/ and Etc. on and could have even used booster or crisis. I considered  pre-nerf AP freeze as broken since my badger module did nothing and my Armadillo was rendered useless against this augment. I would use AP immunity but that augment would still shred my max armadillo and badger to bits . I still think the current AP freeze is still considered strong. I would rate the current AP freeze an A Tier. The pre-nerf would have been an S+ tier pertaining to status augments. 

Tbh it's still an S+ tier when it comes to group usage because of the annoying double status - the toxic mix user will always provide a good amount of utility to teammates, except because it's impossible to fully protect against, people typically take a protection + immunity set against a different player with a status effect, and open themselves up to being reamed by you.

Edited by Abellia
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