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Ideas for Augments!


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2 hours ago, asem.harbi said:

No, it's already too strong, and it make players with Booster & Adrenaline always one-shot light hulls with the ranged turrets. 

The only turrets that become able to one-shot light hulls with booster that are unable to without it, are Striker, Thunder at 49% HP, Tesla at 54% HP, and Smoky's critical hit at 83% HP. Magnum and Gauss are not able to one-shot light hulls with DA as it only does 3,900 damage at most. 

 

In any case, that sounds a lot more like "Booster is a top tier drone" than "Adrenaline in its current state is already too strong". 

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On 2/23/2022 at 5:38 AM, 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. 

 

On 2/23/2022 at 5:41 AM, DragonKnight_Fighter said:

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

 

On 2/23/2022 at 6:20 AM, NikmanGT said:

 

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

Freeze and firebird adrenaline has left the chat.

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A simple idea for the new Freeze/Fire augments that deal status effects like AP or Jammer.

Thoughts on disabling freezing/burning entirely? If corrosive mix and incendiary mix disable the effect entirely just for the sake of a 10-20% boost, why not do the same for something stronger like AP or Jammer which can take out drones?

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9 hours ago, TheCongoSpider said:

The only turrets that become able to one-shot light hulls with booster that are unable to without it, are Striker, Thunder at 49% HP, Tesla at 54% HP, and Smoky's critical hit at 83% HP. Magnum and Gauss are not able to one-shot light hulls with DA as it only does 3,900 damage at most. 

 

In any case, that sounds a lot more like "Booster is a top tier drone" than "Adrenaline in its current state is already too strong". 

I went to calculate, and yes Magnum/Gauss are doing 1950dmg at most with Adrenaline. It's very high especially for Magnum campers, but it doesn't guarantee one-shot at maxed light hulls.  Eventhough, still the 30%-39% damage increase for Adrenaline is a huge and isn't just a minuscule thing. I don't ever know how someone suggest to buff it

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2 minutes ago, asem.harbi said:

It's very high especially for Magnum campers, 

Camping with 12° Magnum isn't the best idea. 

 

3 minutes ago, asem.harbi said:

I went to calculate, and yes Magnum/Gauss are doing 1950dmg at most with Adrenaline. 

Which the majority of that is coming from Booster's effectiveness and not Adrenaline. 

 

4 minutes ago, asem.harbi said:

  Eventhough, still the 30%-39% damage increase for Adrenaline is a huge and isn't just a minuscule thing. I don't ever know how someone suggest to buff it

Because the bonus damage is additive and not multiplicative. To get proper value on its own most of the time, you have to be near death. Meanwhile there are many augments in the game that alter the turret positively in a way that can surpass Adrenaline or not need Adrenaline's gimmick at all. What I want to see first and foremost is the cold status not disabling it. The damage bonus alone isn't intense enough to warrant having the entire augment being shut down while frozen. 

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11 hours ago, TheCongoSpider said:

Striker, Thunder at 49% HP, Tesla at 54% HP, and Smoky's critical hit at 83% HP.

Railgun too, but the poor soul got nerfed ?

7 hours ago, numericable said:

Freeze and firebird adrenaline has left the chat.

To be honest, yeah, fire and freeze does apply status effect to it. Then maybe the status effect can be removed from those too, along with freeze status effect to disable adrenaline in general, it's the first time I am seeing a status effect disabling an augment, and after the idea suggested by Yveltal can be implemented.

 

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6 hours ago, Me0w_XP said:

A simple idea for the new Freeze/Fire augments that deal status effects like AP or Jammer.

Thoughts on disabling freezing/burning entirely? If corrosive mix and incendiary mix disable the effect entirely just for the sake of a 10-20% boost, why not do the same for something stronger like AP or Jammer which can take out drones?

So basically, you mean that one status effect applied (Whether Jammer or AP) should disable the turret's ability to apply another (freeze, burning) status effect ?

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22 hours ago, NikmanGT said:

So basically, you mean that one status effect applied (Whether Jammer or AP) should disable the turret's ability to apply another (freeze, burning) status effect ?

Something like that. Because if a small damage boost warrants disabling the status, why doesn't something stronger like Jammer (kills Drones) or AP (kills armor entirely) do that too? It seems to increase the difference between Garage and Ultra augments even more.

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Augments Name: Hunters Eye

How it works:

When aiming down-sights, it will scan around and find tanks the first 3 seconds what is within scope range... It will ping the enemies location for 5 seconds. you will be able to see through the wall but not shoot through them. However you are being hindered with slightly slower aim speed/time and will reactivate when your aiming down sights again. It will have a support role meaning your teammates will be able to see where they are for 5 seconds

Reason for this idea: 

I thought this would make the game feel more interesting with a tracking augment instead of having another status augment... However I thought about this through and found one main issue with it... The fact that when this augment is paired with hornets OD, it can make it feel like infinite scout. But the solution I thought of is to slow the aim speed or time...Overall I think this augment is okay to add without disrupting further balance as it is now. 

Edited by MysticBlood
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The idea sounds good, but I didn't understand when this augment would be paired with hornet OD, it will be the first 3 seconds of this augment along with the rest time of the Hornet OD. But the penalty of slow aiming speed/time would be revoked after 3 seconds only ?

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Just now, NikmanGT said:

The idea sounds good, but I didn't understand when this augment would be paired with hornet OD, it will be the first 3 seconds of this augment along with the rest time of the Hornet OD. But the penalty of slow aiming speed/time would be revoked after 3 seconds only ?

The fact is that when you use hornets od it lasts about 20 seconds and when using this augment it can sometimes be continuous... I was going to put a longer tracking time but decided to go shorter time and slower aim time due to the thought of hornets OD.

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I feel that this would truly be a good augment for shaft. Lately, I couldn't really find any fun-to-use augments for shaft, except for healing emitters :sad:.

At least, in theory, this sounds interesting and fun to me.

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If and when they do decide to move onto Shaft's Short-Band Emitters to turn it into a 245k augment, they should reduce the extra energy consumption for a sniping shot from 20% to 10%, similar to Light Capacitors and Armour-Piercing Sight. 

 

This will further bring home its purpose for quickscoping. 

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Sage Mode:

Sage mode is an augment for railgun , when the shot of railgun is in a radius of a certain range you will be effected like:

main-qimg-c1e5ad4d0a1088c78be9968d42f8b5

Exactly like that if the shot is close then the enemy will be effected, just like "magic" .

Railgun use to be the most powerful one shot gun but now it's not, now the most powerful one shot gun us magnum!

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So, to put it into simpler words:

This augment would add a splash damage and impact force applied to all enemies in a certain radius from the central beam.

 

Is that assesment correct?

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Railgun is a single beam of energy which shoots at a particular position, it's all about precision and aiming, I am not sure adding splash in the radius would be a good solution.

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  • Head Administrator

As I've said earlier, there is no point in suggesting something just because it's from an anime..

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On 3/26/2022 at 8:43 PM, abdul12340 said:

now the most powerful one shot gun us magnum!

?

Seems you wanna buff railgun, just buff stock railgun. This might be extremely unfair, just shoot in a general direction of a group of tanks and you're good...

Edited by Incorp
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Idea is pretty clear if you know what Vampire Nanobots for Isida does. When you shoot a salvo, your tank heals.

Amount of healing depends on how much damage you dealt to all enemies in salvo radius. So you gain unfairly less HP restored when hit one target, but you have an opportunity to make it as larger as many tanks you hit at once.

Key thing of this augment unlike Isida's one is ability to restore HP of nearby allys in some (maybe Gauss' salvo) radius and gain points for support. So it more supporting thing than aggressive attacker with infinite amount of HP.

Too many pros? Okay. Maybe it'll deal less salvo damage (but % of self/ally healing will be more than 50%). No crits in normal mode will be fine on top of that. Also points earning will depend on amount of restored HP to all allys combined (sth like 20 at max).

How all of this is even possible according to in-game lore? Easy. Just teleporting nanomass ?

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12 hours ago, Incorp said:

?

Seems you wanna buff railgun, just buff stock railgun. This might be extremely unfair, just shoot in a general direction of a group of tanks and you're good...

Railgun needs a buff in my opinion, but this augment isn't the solution.

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