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Ideas for Augments!


Maf
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10 hours ago, NikmanGT said:

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.

Players use hornet for its crits and AP effect rather than radar, lol

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14 hours ago, JustBlackWolf said:

Players use hornet for its crits and AP effect rather than radar, lol

But radar is an important function of its OD, and 30 sec by the augment reduced the hornet's OD's uniqueness.

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Why do I just see someone using this in a map where shots can bounce alot more than 2 times and could be used with viking to literally slow down the GPS because of the amount and speed of the bullets

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i suggest subtle change in EMP status effect

for now it turn off supplies completely, from my point of view it should only disable them, like freeze's status disable boosted damage

to counterbalance it possible to increase duration of emp to old values 

small addition: make supply icon dimmer, while it is disabled

 

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I understand the intention here is probably that EMP wouldn´t waste your supplies anymore, but wouldn´t this make EMP quite similar to AP?

This would mean quite a nerf for many augments, because you would not need to worry about smart cooldowns after getting EMP´d anymore.

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17 minutes ago, frederik123456 said:

This would mean quite a nerf for many augments, because you would not need to worry about smart cooldowns after getting EMP´d anymore.

Exactly that's the point of this ?

I cometely agree, because the biggest problem is even after the effect ends, you have to face art cooldowns again which makes the whole effect period much longer than the actual effect.

 

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21 minutes ago, mjmj5558 said:

Exactly that's the point of this ?

I cometely agree, because the biggest problem is even after the effect ends, you have to face art cooldowns again which makes the whole effect period much longer than the actual effect.

 

Fair enough, my point is this would make the status effect more generic, and I´d rather resort to other means of nerfing EMP augments, if needed. But that is just my opinion of course.

I understand the effort to stop EMP from wasting supplies, though.

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56 minutes ago, frederik123456 said:

I understand the intention here is probably that EMP wouldn´t waste your supplies anymore, but wouldn´t this make EMP quite similar to AP?

This would mean quite a nerf for many augments, because you would not need to worry about smart cooldowns after getting EMP´d anymore.

should be fine, if increase duration

emp is way too powerful, AP looks like a joke after new medkit mechanic 

i think soft nerf is needed, game already turned in huge mess of extremes, no near balance 

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1 minute ago, Entropy said:

btw, is it possible to create topic with balance suggestions? or they gonna be deleted?

You mean like a separate category topic? E.g. "Ideas for game balance"?

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Just now, frederik123456 said:

You mean like a separate category topic? E.g. "Ideas for game balance"?

just a topic with suggestions, I'm not sure that it will be accepted, in the ru locale there was a topic discussing the balance, but the Opex closed it

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27 minutes ago, Entropy said:

AP looks like a joke after new medkit mechanic 

Yeah, EMP got a massive advantage over AP recently because now you can just immediately cancel AP if you have RK available.

But the advantage of the current system over what you suggest is that you refresh your supply duration (except mine and RK) when you get EMPd, and the disadvantage is that you have to wait up to 10 seconds to get full supplies again, because of smart cooldowns. I honestly don't know which is better — I'm a filthy Crisis user so it doesn't affect me anyway ¯\_(ツ)_/¯

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Rather than that, I would reduce the EMP cooldown and bring back the repair and miner change so that players could have a chance to defend themselves.

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2 hours ago, Maf said:

Yeah, EMP got a massive advantage over AP recently because now you can just immediately cancel AP if you have RK available.

But the advantage of the current system over what you suggest is that you refresh your supply duration (except mine and RK) when you get EMPd, and the disadvantage is that you have to wait up to 10 seconds to get full supplies again, because of smart cooldowns. I honestly don't know which is better — I'm a filthy Crisis user so it doesn't affect me anyway ¯\_(ツ)_/¯

yeah, but in majority of cases you refresh your cooldowns via respawn ?

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This augment will apply the <<Jammer>> status effect for 5 seconds.

Pros

The effect is applied with each shot, making it useful to stop enemies from using their Overdrives or Drones

Cons

Critical hit is removed

Edited by jessecool123
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Absolutely agree. I think activated supply icons should go grey and not dimmer same with freeze, your duoble demage icon should go grey while armor and speed stay the same color.
1. Its too similiar to AP now?
Freeze & Stun? imo they are basically the same thing.

2. Putting repair kit on restarted cooldown again. (for example your repair is on 20 sec but you get EMP and now its 5 sec)
This leads to people spamming EMP on you and you using way too many repair kits (bad for people without infinite supplies) just to win or lose anyway, that was happening to me before the cooldown update thing. This is most likely the reason why we dont see "micro EMP" aka 0.5 sec EMP for twins 

3. EMP is way more OP than AP/Stun/Freeze/Burn/Jammer even after repair kit buff.

4. 99.9% of the playerbase hates EMP and that 0,1% are EMP mains. Just look at EMP Gauss "fans" back in the day, they pretend like EMP gauss EMPing 10+ people in one hit at times was normal and not OP. (its when EMP gauss had like 20m EMP splash with like 1.5 sec reload at mk8)

5. It allows more skilled players to shine! Im way above average player and many times i would have no chance against random noob with EMP that would lock my supplies. Now with the EMP nerf it almost never happens but still it shows how much of an unfair advantage it gave and still gives.   

Kids got rly mad after my pulsar take so now they shrug me all the time? ? giving my shrugs back then since im friendly

Edited by DokanPerfect
lol

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Just counter it with EMP immunity. This would destroy the whole concept of EMP and every status effect would basically be the same. What’s the point of having them then. EMP is just one status effect while the real problem are augments with multiple status effects (yeah everyone knows which crazy game-braking augment that is). EMP smoky and EMP gauss have already had their status effect duration diminished to the point they are almost irrelevant. Besides, it shouldn’t be a problem for you, Entropy, I have played against you and you are stacked with every hull immunity and OP augments. Of course you don’t suggest this cause of players with nowhere near as strong equipment as yours, you have suggested this because you want to dominate left and right in every battle while using the most OP equipment (Helios is the only augment you are missing luckily) with no augment having a chance to stop you from abusing it. In this current state, you are at least unable to wreak on every single player you come up against in battle. And it has to be like this for the better of Matchmaking. Instead, Helios and pulsar should get completely reworked so that a player could stand a chance against them in a battle. So yeah, strongly disagree on this one.

Edited by Apis_the_Professor
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EMP rework, why? Why fix something if it's not broken? Current situation is pretty much perfect with exception of EMP twins which should have separate microEMP of 0.4 sec to nerf it further more.

Duration of EMP of other turrets is fair. Examples: Gauss 3 seconds is kind of perfect, user can barely abuse it and it benefits teammates even more. That makes gauss support turret and not just something buyer can abuse for himself. Smoky EMP 1 sec is fair enough it makes good cooperation important rather than having that one annoying guy with overpowered weapon destroying entire enemy team by himself.

This also rewards drones with smart cooldown giving them slight edge in this situation. It hurts meta drone user AS IT SHOULD (they have to some disadvantages like wasting many supplies because of constant emps, they are already insanely popular anyway), e.g. booster, trickster, crisis, hyperion, defender etc.

Edited by stat.padder
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Rather than 5 seconds, since the recent nerf, the stats effect duration has been decreased for many, 2-3 seconds would be beneficial since it is jammer at every shot.

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Idea: augments for hulls, which like the augments for turrets increases one of the stats at the expense of another, or adapts it for different playstyles.

A medium hull can increase health at the expense of speed, and become exactly or almost like a heavy hull, and vice versa. The reason you'd do this instead of getting another type of hull would be if you wanted a hull's OD but with different hull stats. Say you wished there was a heavy hull with Viking's OD, so you just create one!

Maybe you can also create extreme stats in light and heavy hulls, like a light hull with even less health, more speed, or a heavy hull with more health, less speed. If those wouldn't be good for gameplay balance or worthwhile using they shouldn't exist of course, but I think that maybe it could be fun to have such an extreme strengths vs weaknesses balance.

More ideas

- Other ideas I have would be decreasing top speed but massively increased acceleration. Good for "peek-a-boo" tactics, when you pop in and out of covers to shoot.

- Another would be an augment for light hulls so you can turn the tank exremely sharply, so that you can drive in a zig-zag pattern and be harder to hit. The tradoff is that its much harder to control the tank when it turns so fast.

- An augment for hovering hulls that makes it so that any enemy tank that is on top of your hull will be pushed of, fly through the air a little and fall upside down ( because those fan-thingys on the hull blow out air in both directions). This could be rarely useful, but powerful when the opportunity comes when an enemy drives on top of you!

Some crazier ideas

- An augment so that the hovering hulls can glide some distancet through the air when they drive off an edge, and steer while they do it. On some maps with tall buildings you can drive on it would be almost like there were flying tanks in the game. You can sort of do this now with Hopper if you fire with Rico as you jump, but I mean longer glides and being able to steer while gliding. I can't come up with a tradeoff though.

- Or the ability for a tank to drive up on vertical walls, although very slowly. Maybe the tradeoff could be that the tank turns very slowly and have much diminished agility and acceleration, but not top speed (because the tracks are sticking to the ground with glue of course, duh!)

Edited by qwds

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On 5/13/2022 at 12:22 AM, jessecool123 said:

This augment will apply the <<Jammer>> status effect for 5 seconds.

?

 

On 5/13/2022 at 12:22 AM, jessecool123 said:

Pros

The effect is applied with each shot, making it useful to stop enemies from using their Overdrives or Drones

? naaah man no

 

On 5/13/2022 at 12:22 AM, jessecool123 said:

Critical hit is removed

Eh, idk man, still think Jammer every shot at bit too OP

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Tesla already has the potential to cover far distance by chain lightning, around the corners too and now is perfect for defending, this might make things too complicated even if Tesla module is equipped.

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