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Ideas for Augments!


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1 hour ago, frederik123456 said:

Wouldn't this mean your damage cut in half whenever you want to freeze your enemies? 

Not saying it is bad, actually I am quite curious to see how viable it would be.

Yes, for this augment, this would be the penalty for overshooting.

In general Vulcan augments, your tank get heats up if you overshoot, and you deal self-damage through burning, but in this augment, your tank would get freeze status effect applied in overshooting meaning all boosted effects of damage reduced but on the contrary you will freeze others too.

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21 hours ago, Incorp said:

What about vampire isida then? Puhleeze, this is an augment, not changing stock smoky

We don't accept ideas to bring back removed features, but it doesn't mean old features won't come back. It just means that suggesting them is pointless.

Though your augment would work if it increased the speed of projectiles, rather than turning Smoky hitscan again. You should edit it to that, though I changed the status to merge either way.

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1 hour ago, At_Shin said:

I think a better Cryo Vulcun augment could be made if all bullets would freeze the enemy. But, if you continue shooting even when the energy depletes to 0, your tank will start to freeze as well.

To balance this augment, energy consumption per second can be doubled so that the Cryo-Vulcun will shoot for only half the time of a normal Vulcun (without overshooting).

This augment will allow you to freeze the enemy tank with 100% guarantee. The only disadvantage this augment will bring is that it will freeze your own tank (but only if you overshoot). This self-freezing can be avoided with Cold immunity, but, doing so will cause the tank to overheat and take damage.

Basically, when you overshoot with this augment, your tank will be applied with both overheating and freezing effect. However, the overheating effect will be nullified by the greater freezing effect. This is why your tank will start to burn during overshooting if you equip cold immunity but freeze when you remove it. In both situations, the enemy tank will always be freezed.

That would be a bit OP don't you think? ?

Basically freeze with almost unlimited range.

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2 hours ago, At_Shin said:

I think a better Cryo Vulcun augment could be made if all bullets would freeze the enemy. But, if you continue shooting even when the energy depletes to 0, your tank will start to freeze as well.

To balance this augment, energy consumption per second can be doubled so that the Cryo-Vulcun will shoot for only half the time of a normal Vulcun (without overshooting).

This augment will allow you to freeze the enemy tank with 100% guarantee. The only disadvantage this augment will bring is that it will freeze your own tank (but only if you overshoot). This self-freezing can be avoided with Cold immunity, but, doing so will cause the tank to overheat and take damage.

Basically, when you overshoot with this augment, your tank will be applied with both overheating and freezing effect. However, the overheating effect will be nullified by the greater freezing effect. This is why your tank will start to burn during overshooting if you equip cold immunity but freeze when you remove it. In both situations, the enemy tank will always be freezed.

Too complicated.

Remember, Hazel is allergic to complicated game mechanics.

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On 2/15/2022 at 7:59 AM, Incorp said:

And that’s exactly how I feel about cryo rounds. How would you like it if someone decides it needed nerfing?

 

anyways regarding this idea, why not? Magnum always is fun to use…

You do not want a nerf to an augment that is too strong. I do not want a buff to an augment that is strong enough.

We are not the same.

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On 2/14/2022 at 11:45 AM, DaringDeer said:

makes it difficult to be aggressive with it.

Okay. Why should AP Magnum be easier to use when played aggressively? It already has a decent reward for players who do so, just that it takes effort and it's better suited for more defensive gameplay. 

Why shouldn't the augments that directly buff your aggressive capability (Harpoon, AGLM) be the ones focused on? 

Edited by Abellia

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57 minutes ago, Abellia said:

Okay. Why should AP Magnum be easier to use when played aggressively? It already has a decent reward for players who do so, just that it takes effort and it's better suited for more defensive gameplay. 

Why shouldn't the augments that directly buff your aggressive capability (Harpoon, AGLM) be the ones focused on? 

Don't understand the need for the tone of your response.  I just commented that is was still playable but the style of play it requires now is different than before it was changed.  I didn't request a change. 

All the nerfs and buffs don't affect my overall playability.  I just adjust.

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9 hours ago, JustBlackWolf said:

permanent DD disable, boy i'd love if this was introduced just for the memes

At first, I thought this augment wouldn't be overpowered until I saw this post of yours. ?

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All of the long ranged turrets were nerfed in one way or another. All of them need to be buffed, in my opinion that is.

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19 minutes ago, Spy said:

All of the long ranged turrets were nerfed in one way or another. All of them need to be buffed, in my opinion that is.

Unless shaft 

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12 minutes ago, Alsar said:

Unless shaft 

Shaft is fine I guess, even though the reload time is a bit too long.

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12 minutes ago, Spy said:

Shaft is fine I guess, even though the reload time is a bit too long.

*proceeds to use shaft and utilize the quick scope mode and infinate arcade shots.* 

The reload is only long if you are the type of person that camps. If you are a quick scope person and mobile, shaft can still be potent. 

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4 hours ago, DaringDeer said:

Don't understand the need for the tone of your response.  I just commented that is was still playable but the style of play it requires now is different than before it was changed.  I didn't request a change. 

All the nerfs and buffs don't affect my overall playability.  I just adjust.

It wasn't meant to be rude - it was basically meant to try to bring up why the focus isn't automatically moved to those other augments more specialized for a playstyle when it becomes unavailable for an augment.

The answer of course being that Harpoon and AGLM are not in a great spot right now, even in said offensive role. Also - they just straightup don't offer enough power to compensate for the enormous amount of utility that AP gives AP Magnum, even when played outside its role.

Edited by Abellia
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On 11/20/2021 at 11:09 PM, It_Aint_Too_Late said:

 

On 2/9/2022 at 1:38 PM, Incorp said:

 

Topic merged.

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Hello,

I'm suggesting a crazy change for adrenaline because this alt is not that popular in this game so what I propose is that the more hp you lose, the more often you get a critical shot so it increase critical damage chance depending of how low is the hp of your tank!

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7 minutes ago, NikmanGT said:

These might make status augments more overpowered

adrenaline is an augment 
you cant have status augment with it. - cant have 2 augments equipped with the turret

Edited by DragonKnight_Fighter

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41 minutes ago, At_Shin said:

The Adrenaline augment does not apply any status effect to the target.

Yes, turrets which have increased critical damage will get even more powerful with this change in adrenaline augment. Vulcun deals 2x critical damage - same as striker and gauss. 

 

39 minutes ago, DragonKnight_Fighter said:

adrenaline is an augment 
you cant have status augment with it. - cant have 2 augments equipped with the turret

Yes yes, my bad, too much tanki in my head

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2 hours ago, Yveltal9 said:

Hello,

I'm suggesting a crazy change for adrenaline because this alt is not that popular in this game so what I propose is that the more hp you lose, the more often you get a critical shot so it increase critical damage chance depending of how low is the hp of your tank!

Seems like fighting spirit of metal bat. 

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In my opinion I don't think Adrenaline needs a change,it's actually the best F2P augment for melee and short range turrets just people have get used on status effect augments and they ignore this specific augment in general. 

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On 2/8/2022 at 9:10 AM, Abellia said:

 

On 2/15/2022 at 6:06 PM, Incorp said:

 

On 2/16/2022 at 8:50 AM, Aaron_plays said:

 

On 2/13/2022 at 10:22 PM, KissMyAxs said:

 

Topic Merged

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Striker should have a Javelin augment, that works like the real world Javelin anti-tank missile: Shortly before impact, the missile goes straight up, then turns to go straight down, hitting the target tank on its top. This hit away from the reinforced armour increases the damage dealt. The augment would have some natural downside, failing the target when it hides under a bridge or in a tunnel.

 

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