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Ideas for Augments!


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1 hour ago, YANUKFIN said:

I use it with mammoth because I got it MK6 with the M to MK conversion. I am playing at colonel rank and against hornets overdrive it is useless, never wins against freeze/fire.

So no it's not broken but many things are and hornet is one of them, along with paladin and just to many others to mention.

The game is trash and as far as balance is concerned, heading down the pan. 

It´s odd that you would consider isida vampire not broken in the same sentence as saying hornet is. I´m not disproving your opinion, maybe you have a different experience in your gameplay, but I don´t think hornet is that good nowadays. I usually prefer dictator for its longer supercharge and other benefits, but of course hornet has its place in the game too. 

Mammoth is probably too slow to use with isida, unless you have upgraded trickster. Maybe that is holding you back with that combo.

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Been off from the game for around one month, after I have read the title I thought it's a new hull or drone.  So I went to the wiki and I just noticed the augment.  From its advantages/disadvantages it looks like Tanki is joking here.

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Helios should have a 15 % decrease in damage along the range, though the thought was to make it a sniper-like long turret, huge distance shot are as much deadly as close ones, and a basic damage reduction in general would help. Helios with booster/ crisis is much dangerous in general.

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13 hours ago, frederik123456 said:

It´s odd that you would consider isida vampire not broken in the same sentence as saying hornet is

Compared to other augments, no it is not. It is only when you pair up OP gear that you see how broken TO is.

As a stand alone turret  isida "SHOULD" be able to heal itself, but the developers nerfed it completely when they took that aspect of it's gameplay away, only to reintroduce it as a augment to generate cash. 

The developers need to either do away with overdrives, status effects and augments, or give each one of them a different one which is unique to that specific turret/hull and that actually enhance it's capabilities in a unique way IN BATTLE, meaning it is worth using and not outdone by other turrets/hulls to the point no player would use it. 

Examples of this copy/paste mentality is railgun being able to apply heat damage, smokey having freeze effect capability, etc. The copy/paste list is endless and shows at best that the developers are lazy and out for a quick buck on any given change they bring in.

TO is no longer fun in a gaming sense and only the kids (below ages of 16) and the heavy buyers could care less how in balanced it has become.

There is no stability in the game and it has become far to complicated to understand every status effect/augment, etc for experienced players, let alone any new players that might try TO out.

I also predominantly use mammoth because I need every single crystal I can get to upgrade my protections. If I am to proceed to the next rank I need to be competitive at that rank and I do not intend to spend a single dime on a game that changes on a whim, hence I can't afford to squander resources (crystals) on other hulls.  

The developers need to sort out the mess THEY created and stop changing the parameters of the game every other week.

As for shop prices, they are a joke.

Just worked out in € how much all the batteries I have used on ONE account would come to.  €6,148.00. Mind boggling money for just ONE supply.   

Edited by YANUKFIN
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Helios definitely needs a nerf

On 5/2/2022 at 3:52 PM, TheCongoSpider said:

Needs absolutely no refuting. Helios embodies exactly the direction themeta in the game balance has been heading since the critical hit update, the reason why on-release Tesla was overpowered: burst damage. Previous methods of achieving this were roundabout in the AP and EMP augments weakening targets' armour and subecting them to the full force of the lowered TTK across the game. Now it's just direct burst damage. Turrets with high critical damage, Duplet being forced to have 100% accuracy, Firebird's paramaters turning from a turret that relies on afterburn to a burst damage turret with afterburn attached, Tesla, AP Striker, Plasma Torch, Beserk, ad changes to Stock turrets that just made them generally kill faster. 

Helios takes that and knocks it out of the part. Plasma Torch was obnoxious to fight, but it was balanced out by having little longevity. Well they went behind that with this new high-critical damage Ricochet and calmly gave it infinite ammo. Immediately after, Beserk gets turned into another burst damage option, with a fast reload even when you mess up.

Helios takes Plasma Torch's issue and strenghtens it. You get enough damage to kill a light hull on equal footing with a base firing rate that is faster than a Stock Ricochet with's Viking's Overdrive. You get that sweet deal and how long do you have to wait to do it again? The lengthy eternity that is 4 seconds. You don't just get unparalleled burst damage. You get that burst damage with unparalelled reload. You have almost no downtime on the destruction you can cause. Perfect for someone who drools at their keyboard and shudders at the thought of having to put in effort to dominate. 

 

However, as bad as that sounds, I don't think Stock Helios is too bad like a certain excreme- erm, augment called Magnetron. But what it offers as its base is what damage-enhancing drones will use to alter interactions. Booster, Crisis and Camper can be used with every turret and augment in the game. Helios is one drop in the ocean and needs to be toned down when used with damage-enhancing drones. Crisis especially, because along with Booster, it upgrades from being able to burst down a light hull with Boosted Armour to being able to burst down a medium hull with Boosted Armour. Video evidence of its destruction can be seen here: 

 

  Reveal hidden contents

 

 

It is obvious that nothing major will change with Helios naturally. It is a new toy for the ones keeping the game alive that has infinite replayability through primitive balancing, and because it is deeply baked into Stock Ricochet's energy parameters, similar to Beserk and Plasma Torch. 

 

My suggestion is this:

 

Old;

 

New;

 

This will allow it to have its ambush properties, but not have as much longevity as it does now. This will be the start required to make it into and actual augment and not an exotic tactical nuke with no weakness.

The cons should have Ricochet reload like Shaft with a full snipe, and have no crit damage. Right now it reloads way too fast, and basically combines PT and MFS.

 

Imo, I think Ricochet needs a rework altogether. It's range makes default Ricochet and its Status Augments incredibly underwhelming and it is a huge distraction rather than advantage to angle your shots to actually do a ricochet.

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I would prefer another Exotic Augment which takes the template of Support Nanobots. (Sort of)

-50% damage (-)

Critical Heal removed (-)

No bonus healing, so it's standard.

Every healing tick gives 1 second of the Polarization Status Effect for teammates. (+) 

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1 hour ago, yellowghetto said:

I would prefer another Exotic Augment which takes the template of Support Nanobots. (Sort of)

-50% damage (-)

Critical Heal removed (-)

No bonus healing, so it's standard.

Every healing tick gives 1 second of the Polarization Status Effect for teammates. (+) 

Now imagine two Isidas with this and defender or booster "kissing" one another to steal a flag... invincible, pretty much. Paladin on steroids with 100% uptime.

Edited by Kazareen

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11 hours ago, Kazareen said:

Now imagine two Isidas with this and defender or booster "kissing" one another to steal a flag... invincible, pretty much. Paladin on steroids with 100% uptime.

Yeah,

in that way, the original idea is more balanced, IMO.

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3 hours ago, Kazareen said:

Now imagine two Isidas with this and defender or booster "kissing" one another to steal a flag... invincible, pretty much. Paladin on steroids with 100% uptime.

Mhm, my intention with this augment idea is not to create another super powerful status effect augment, I wanted to make something that works logically and is also a garage, non UC augment. ^^

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 Now, this might be a little difficult to implement, but I doubt it would be impossible to do so. 
Proposed description:
Owing to the advancements of the Ricochet's minus-field technology, the creators of the Tesla turret managed to produce a curious phenomenon - the ball lightning circulating around the tank on a magnetic track generated by the turret itself. This augment allows you to be the first to know of any enemy approaching you, since your lightning will be able to reach the enemy no matter from which angle are they approaching you, and greet them with a shockingly unpleasant surprise. Unfortunately, it was not possible to nullify the risk of significant self-damage when overloading the turret's prototype polarizer. Be very mindful of how many ball lightnings you send into the fray.

Advantages:
+ Ball lightning circulates the tank, allowing you to reach an enemy even directly behind you.
+ With enough skill and proper timing, you can ram into enemies at an correct angle to put them right on the way of your ball lightning.
+ Ball lightning applies the  <<Micro-Stun>>  status effect to the enemies it hits.


Notes:
* Ball lightning distance travel limitation replaced with a maximum quota of 4 ball lightnings existing at the same time.

* Ramming into enemy tanks to detonate the balls means the possibility of self-damage, as well.


Disadvantages:
- It is no longer possible to expand your range in a specific direction by creating a lightning chain.
- Ball lightnings will explode when they meet an obstacle in their path, making this augment unsuitable for fighting in close quarters.
- If the user attempts to create another ball lightning when 4 are already in operation, all of them will explode, damaging the user accordingly (since the tanks' shapes are not ideal, the current position of a ball lightning will define the amount of self-damage sustained) and apply the  <<Stun>>  status effect to themselves for 3 seconds. This means that correcting mistimings when releasing the ball lightnings is not advisable and can be very punishing.


Thoughts, anyone?

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   In my point of view all the augments that have a status effect have had a reduction in time length so as to fit the lower ranks battle pace while in legend ranks it is too short to actually do any harm to enemies (to make use of the status effect but can not since it is too short in terms of time).
Hence, They, all status effect augments, have the possibility to be embedded to the modification level of the respective turret in order to match the desired time length of status effects to the rank bracket of MM system, those of which that are in recruit to e.x. staff sergeant have the shortest status effect time length whereas in the legend ranks the status effect time length is the highest. To put it in nutshell:

One of the augments have been chosen to explain it more. For now, Armor-Piercing Missiles. lets list the strikers MKs level down below each and the timer of AP status effect in front of them.

  • MK1 + Armor-Piercing Missiles -------> the time length is the shortest as 2 sec
  • MK2 + Armor-Piercing Missiles -------> 2.1 sec
  • MK3 + Armor-Piercing Missiles -------> 2.3 sec
  • MK4 + Armor-Piercing Missiles -------> 2.5 sec
  • MK5 + Armor-Piercing Missiles -------> 2.7 sec
  • MK6 + Armor-Piercing Missiles -------> 2.9 sec
  • MK7 + Armor-Piercing Missiles -------> 3.1 sec
  • MK8 + Armor-Piercing Missiles -------> 3.3 sec is the highest

This way (by merging the augments status effects to the level of modification of turrets) in my opinion is the best approach to make use of status effects.

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5 hours ago, Kazareen said:

Ball lightning distance travel limitation replaced with a maximum quota of 4 ball lightnings existing at the same time.

Interesting concept, but not sure what to think of this. These 4lightning balls could just rotate indefinitely?

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@frederik123456 Yes. After all, they do not travel anywhere, they just circulate the tank and continuously fulfill their purpose - and when they explode, it is almost certain to cause some self-damage. Therefore, it should be mostly under the user's control when they detonate. 

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Good with the idea, one thing I fear is that it will take too much time to implement because with so many turrets and so many status effects augment for these. 

Another thing is that the time for the mk8 should remain same as it is now in general, else the status effects for higher modifications would again become too powerful.

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Idea behind it: This agument will allow you to adjust the angle you're shooting at to hit enemies that are hidden by obstcles and out of your line of sight. Inspired by watching my friend @2shots2kills playing Ricochet. This augment is fully oriented towards the original concept of Ricochet, maximizing its potential by using the bouncing feature of your projectiles.

Description: Ricochet's projectiles are equipped with a special microchip that will stick to enemies and highlight them if hit after bouncing. The effect is not permanent and will wear off after a while. The effect can however be refreshed with multiple hits.

(imagine the effect of Hornet's overdrive on a single enemy). This augment does not require adding a new status effect.

Pros:

-Hitting a target after a successful bounce will highlight them up for 15 seconds

-Increased number of maximum bounces

-Increased projectile speed after a bounce

-Projectiles that bounce will have a longer lifetime, increasing the distance a projectile will last before disappearing, the effect stacks if a projectile bounces multiple times.

-Optional: Teammates can also see the highlighted target

Cons:

-Critical hit damage reduced

Edited by JustBlackWolf
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This is actually a very good Idea and I can already visualize it in action, a good way of making Ricochet more useful, though the 30 seconds might be too much.

My opinion is that any shot that is bounced of something and then hits the enemy, it should highlight the target for just 7-8 seconds or less, just to get a glimpse of the enemy and the other teammates can also get a peak of what the enemy team is planning behind the walls (no need for multiple bounces and reduced crit damage), just 1 bounce highlights the enemy. This I am proposing because the augment with hornet equipped would make the OD not beneficial enough if the augment would be doing this function all the time.

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@NikmanGT I agree. Also I think that this:

14 hours ago, JustBlackWolf said:

Pros:

-Hitting a target after a successful bounce will highlight them up for ~10 seconds

-Teammates can also see the highlighted target

Cons:

-Critical hit damage reduced

And this

14 hours ago, JustBlackWolf said:

Pros:

-Increased maximum number of bounces

-Increased distance

Cons:

-Critical hit damage reduced?

Could be both a separate perfectly useful augments.

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I honestly think this radar function could be applied to general rico rather than introducing an augment for it.

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Awesome idea, I'd totally use this over other Ricochet Augments. It would be really useful for team play, too. 

 

Yeah, maybe 30 seconds it a bit too much, make it 10 and 15 on critical hits, and then I think it's perfectly balanced ?

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1 hour ago, NikmanGT said:

I honestly think this radar function could be applied to general rico rather than introducing an augment for it.

Oh no, I have seen the future…

NEW “DETECT” STATUS EFFECT

- affected enemy tanks are revealed to you and all teammates and have their outlines visible for 10 seconds.

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28 minutes ago, LambSauce said:

Oh no, I have seen the future…

NEW “DETECT” STATUS EFFECT

- affected enemy tanks are revealed to you and all teammates and have their outlines visible for 10 seconds.

New augments alert !!

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3 minutes ago, qwds said:

 

Kindly suggest your Idea by creating a new topic or in the Turret or Augments Category topic

Lets leave this topic for the discussion of the above main Idea ^^

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6 minutes ago, NikmanGT said:

Kindly suggest your Idea by creating a new topic or in the Turret or Augments Category topic

Lets leave this topic for the discussion of the above main Idea ^^

Oops, seems I somehow ended up in the wrong thread without noticing. I meant to post in the turret-ideas thread.

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1 minute ago, qwds said:

Oops, seems I somehow ended up in the wrong thread without noticing. I meant to post in the turret-ideas thread.

Ahh, no worries then ^^

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