Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

31 minutes ago, frederik123456 said:

So, just so I get that right, Shaft SE is perfectly balanced augment in your opinion?

They could reduce arcade healing by 10.4% so, which means it would deal same healing per second as stock isida or /2 compared to support nanobots.

 

That would be more than enough. Having no criticals is still huge deal being useless with supercharge etc.

Edited by stat.padder
  • Agree 1

Share this post


Link to post
Share on other sites

I see no valid reason to nerf it. It is a container augment, meaning it should come as no surprise to you that is arguably better than the garage ones. The devs explicitly made it clear that not all augments are equal, rarities are there for a reason. And among legendaries, Healing Emitters are in the middle imo. They are a viable method of transfering your offensive agency to an ally of your choice; you get the points but not the kills for your K/D. You lost critical damage and have no recoil. The former is a huge handicap for a turret like Shaft, it becomes practically defenseless against an enemy with the Eagle module considering it's low DPS. Whereas there are legendary augments that can blow away the supplies/armor & modules away from entire groups of tanks, and other than having immunity to the debuff(s?) in question, you have no answer to that - whereas a Shaft can be taken care of just like an Isida - kill the healer first. Melee healer, melee turret to kill it. Ranged healer, ranged turret to kill it. You cannot tell me that things like Magnetron, Toxic Mix, Electromagnetic Salvo, Jamming Mix and so on aren't WAY more powerful than HE, yet they share the rarity. Please stop trying to get one of the few augments encouraging teamwork nerfed.

Edited by Kazareen
EDIT: Grammar fix.
  • Agree 5

Share this post


Link to post
Share on other sites

Guys, I have decided not to shrug unless I completely disagree with person’s proposal, and your sadly happens to fit every criteria.

And these guys gave valid counter arguments in the above posts which I totally agree with. If some augment or turret irked you in one battle it doesn’t immediately mean that the turret is broken or its augment.

By that logic shaft is OP, which of course is not true. It’s a long range turret that has low DPS and consequently it has to be able to one-shot hulls with no DA or no protection, I am aware of that and I have just accepted it.

To protect myself and to prevent getting one-shot I always use protection modules for long range turrets and, could you imagine, it WORKS.

So, yeah my point is not everything is OP in this game. Sometimes you get matched with mults, sometimes some players are just better (not provoking or calling myself that), and I just accept it.

 I am only actually mad when an augment is clearly broken and defies logic, and HELIOS happens to match every criteria of a broken augment.

Maybe you should advocate a nerf for that OP piece of crap instead.

Just my two cents regarding this idea.

 

Edited by Apis_the_Professor
Grammar

Share this post


Link to post
Share on other sites

i don't have issues with Shaft healing emitters as of now, at least on the healing side of it, but the sniping damage being same as stock is bs. If it's a teamwork oriented augment, then it shouldn't have enough offensive capabilities to force you to equip protection for it, remember that most people use it with Booster or Crisis. That's what makes it even more overpowered together with other augments, and nerfing its sniping damage doesn't mean also nerfing its sniping heal "damage" value.

Anyway, with with the introduction of critical hits and every turret pretty much being able to instakill anything, my support nanobots is starting to struggle. And support nanobots is the only "competition" healing emitters has.

Isida still gets its old 100/tick value which turns into 200/tick with support nanobots, allowing you to heal up to 800 hp/s (1600 with DD)

Lately i've been finding myself out of ammo almost immediately because there's some turrets that deal 3000+ damage with a single shot, and those turrets reload fast. Most people don't have armadillo and crits remove most of someone's health like nothing.


Honestly i would give Isida at least 135-150 healing per tick, turning it into 300 with support nanobots (1200/s - 2400/s with DD) and give it less energy consumption in attack mode (this only with support nanobots equipped, it's clear it would be unfair for stock Isida), this way even despite the low damage, it can still fight back somehow.

Support nanobots is an augment that punishes the player more than giving any benefit to them, since you can't defend yourself even against lower GS opponents most of the times, and to do your job you need to stay close to your teammates, while healing emitters can just peek for 1 second, heal for 1000 hp (i don't know the correct value) and then hide behind a wall. Rince and repeat.

Even though this is a legendary augment, the 2 advantages of no lack of ammo/being able to heal at any distance it has over the f2p augment are particularly unfair towards who puts dedication into using Isida for what it was always intended for.

 

But if devs really don't want to nerf an overpowered augment because it'd make a few crybabies whine about it, then buffing the counterpart is the only solution.

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

33 minutes ago, JustBlackWolf said:

But if devs really don't want to nerf an overpowered augment because it'd make a few crybabies whine about it

Although this sentence is enough to see how irrelevant this reply is, I have to disagree with a lot of other statements.

 

You mention that you can't heal through criticals. So what? Nonsense. There won't be consecutive criticals unless someone turns on the OD. Any ODs can overpower anyone. Not to mention ODs a lot of times can Instantly kill. It is fair to fight OD with OD and support nanobots can do exactly that when user has dictator, hornet or viking. These tanks have OD which can increase healing to the point of making someone almost indestructible.

 

Support nanobots heal plenty during the normal gameplay while no ODs are active. I play juggernaut and I would rather have isida support nanobots healing me than shaft HE. A lot of juggernaut players rely on isidas and they wreck enemy juggernaut easily.

 

I suggested reducing the healing/hit of shaft HE by 10.4%(600 hp/hit) because few updates increased dmg/healing unnecessarily. I would have suggested nerfing the dmg as well, but that makes not sense in these conditions where shaft HE does not have criticals, which it used to have before these weird buffs and reworks.

Edited by stat.padder
  • Agree 2

Share this post


Link to post
Share on other sites

5 hours ago, stat.padder said:

Although this sentence is enough to see how irrelevant this reply is, I have to disagree with a lot of other statements.

 

You mention that you can't heal through criticals. So what? Nonsense. There won't be consecutive criticals unless someone turns on the OD. Any ODs can overpower anyone. Not to mention ODs a lot of times can Instantly kill. It is fair to fight OD with OD and support nanobots can do exactly that when user has dictator, hornet or viking. These tanks have OD which can increase healing to the point of making someone almost indestructible.

 

Support nanobots heal plenty during the normal gameplay while no ODs are active. I play juggernaut and I would rather have isida support nanobots healing me than shaft HE. A lot of juggernaut players rely on isidas and they wreck enemy juggernaut easily.

 

I suggested reducing the dmg of shaft HE by 10.4%(600 dmg) because few updates increased dmg/healing unnecessarily. I would have suggested nerfing the dmg as well, but that makes not sense in these conditions where shaft HE does not have criticals, which it used to have before these weird buffs.

My last sentence was left there on purpose just to add salt for the people who commented before you, who think that this augment is perfectly balanced, or Magnum was perfectly balanced after the buff, you don't need to feel included.

i never said that i can't heal through crits, my statement just highlights the fact that people can't defend themselves against them if they don't have armadillo, as f2p the max you can do is always equip Defender. And you'd be surprised at how many "consecutive criticals" people get. I wasn't talking about supercharge or anything like that there, i was talking about the random crits that turrets get. Please avoid assuming stuff without making sure it's what the person actually meant, i'm not pretending to make someone survive through an OD that gives you crits on every shot or 200% extra damage.

Regarding the fact of having heal crits, there's a little problem here, because you see, if i can heal someone for 20000 hitpoints with 1 crit, that same person will just die if someone deals a 20000 crit to them, because guess what, no hull has enough hitpoints to whitstand that amount of crit damage (now 20k crit damage is overkill, but you get the point, you can't heal someone if they get all of their hp removed with a single shot).

And i don't really mind the current arcade shot damage, what i dislike is the sniping damage, and sniping damage DOES NOT have crits. It's unfair to be able to instakill someone just because you enter in sniping mode for 2 seconds (yes, someone with DA on). A support augment shouldn't force you to use 50% protection against it. Also repeating once again that nerfing its sniping damage wouldn't mean also nerfing its sniping healing damage.

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

54 minutes ago, JustBlackWolf said:

Lately i've been finding myself out of ammo almost immediately because there's some turrets that deal 3000+ damage with a single shot, and those turrets reload fast. Most people don't have armadillo and crits remove most of someone's health like nothing.


Honestly i would give Isida at least 150 healing per tick, turning it into 300 with support nanobots (1200/s - 2400/s with DD) and give it less energy consumption in attack mode (this only with support nanobots equipped, it's clear it would be unfair for stock Isida), this way even despite the low damage, it can still fight back somehow.

I did not assume anything. I don't understand how do you run out of ammo if someone is insta-killed. And these suggestions for healing are indeed high to the point that they can even stop some viking ODs. If something else is the case like facing multiple players which means more ofc more criticals to whoever you are healing that is not something problematic, they should be destroyed when facing too many targets.

 

I use weapon that has a lot of criticals and those criticals were only able to overpower isidas healing when my opponent did not have DA and was without full health. That is their problem because they got killed in one shot.

 

I did not take the comment about crybabies personally (I knew you did not talk to me because I tried to offer something rather than completely defend shaft HE). However seeing something like that is always red flag 

 

Edit: I did not know support augment should be benign to the point of irrelevance (no protection/counter needed). If they were to nerf sniping shot for shaft HE they might as well remove AP status effect from paladin OD to make it more about support of teammates. Right? If we were to take that direction, we might as well go all the way.

 

Edited by stat.padder
  • Agree 2

Share this post


Link to post
Share on other sites

5 hours ago, stat.padder said:

I did not assume anything. I don't understand how do you run out of ammo if someone is insta-killed. And these suggestions for healing are indeed high to the point that they can even stop some viking ODs. If something else is the case like facing multiple players which means more ofc more criticals to whoever you are healing that is not something problematic, they should be destroyed when facing too many targets.

 

I use weapon that has a lot of criticals and those criticals were only able to overpower isidas healing when my opponent did not have DA and was without full health. That is their problem because they got killed in one shot.

 

I did not take the comment about crybabies personally (I knew you did not talk to me because I tried to offer something rather than completely defend shaft HE). However seeing something like that is always red flag 

 

what i meant about running out of ammo is valid for both crits and non crits. Every turret now deals immense damage, and hulls have too low hitpoints. We got to the point where a normal shot removes 50% of your hitpoints, and a crit removes either 80 or 100% of it, depending on the damage roll you get. Isida has still its old post-nerf healing values, and has never been touched for years after it, while the damage of other turrets only increased and increased. Of course, if someone gets instakilled you're not going to use any ammo, lol. 

And 50 points into the healing stat? I'm not sure that's going to whitstand a viking OD, with support nanobots? Eh, maybe yes, maybe not, most turrets DPS is high enough to overdamage Isida healing, even if it was increased. (i tried support nanobots on test server with Crisis which allows you to heal 520/tick and most times people would still die, granted that test server is filled with people that use Crisis, but still. Maybe if 50 extra hp is too much, 35-40 would be ideal. Because beware, we don't want to make someone "immortal" as if Paladin wasn't overpowered enough with an AoE healing aura, that indeed is overpowered compared to buffed support nanobots, :kek:

And yes, some turrets have weaker critical hits, and that's completely fine with me, but try to think about Striker's crits (first example i got), that deal something like 3800 with DD, that's pretty much a full HP Mammoth without DA.

 

I added the salty comment on purpose because i didn't like what someone said, making fun of other people/trashtalking, and because they think their own opinion is better than everyone else's. I never do this with the intention of causing arguments and such, i don't enjoy "being toxic", it's just that i dislike some people's behavior on here.

Edited by JustBlackWolf
  • Agree 1

Share this post


Link to post
Share on other sites

Imho isida support nanobots has too high penalty. Its dps penalty should be 20 to 25% to help it kill whoever tries to sneak upon its user. -50% is to much. I played using that augment on my main account. I did fine with dictator and cruseder, but again...penalty is outrageous. It's fine that it shouldn't be able to kill easily, but current stats still require dmg buff.

 

Shaft HE's sniping dmg is annoying, but at least there is counter(protection). I always thought what made it OP was its healing which can be done so nonchalantly. They can hide and do it from a safe distance. It doesn't seem fair to have such a high healing per second. This is abused in group and imho is bigger problem than damage.

Edited by stat.padder
  • Agree 4

Share this post


Link to post
Share on other sites

In all honesty, what really needs a nerf is jamming freeze (totally ridiculously annoying augment with enormously high critical damage) that literally makes your tank VANISH in a matter of millisecond (having protection doesn’t help at all). Shaft HE is nowhere as powerful as freeze jammer.

But I respect everyone’s opinion and it’s interesting to see other players’ arguments that are actually backed up and elaborated and not just “Ahh, this turret is so freaking annoying and overpowered it pisses me off so it must be nerfed”.

Edited by Apis_the_Professor
  • Agree 2

Share this post


Link to post
Share on other sites

35 minutes ago, Apis_the_Professor said:

In all honesty, what really needs a nerf is jamming freeze (totally ridiculously annoying augment with enormously high critical damage) that literally makes your tank VANISH in a matter of millisecond (having protection doesn’t help at all). Shaft HE is nowhere as powerful as freeze jammer.

Sorry but this is a bit like comparing oranges to apples, they are completely different augments for completely different turrets.

Of course Jamming Freeze is OP, but so are a ton of other augments. (I have been using EMP Twins lately and that thing is absolutely disgusting)

  • Agree 3

Share this post


Link to post
Share on other sites

34 minutes ago, 2shots2kills said:

Of course Jamming Freeze is OP

It really isn't though. Adrenaline is a crystal augment which is more effective in most situations.

  • Saw it 1

Share this post


Link to post
Share on other sites

14 minutes ago, LambSauce said:

It really isn't though. Adrenaline is a crystal augment which is more effective in most situations.

Well, I was quoting Apis on this. Jam Freeze has no disadvantages while it disables any drone, especially Crisis, and it prevents ODs.

It is a bit OP but not on the same scale of other Augments.

 

 

Edited by 2shots2kills

Share this post


Link to post
Share on other sites

10 minutes ago, 2shots2kills said:

Jam Freeze has no disadvantages

It has a 50% freezing rate penalty - a secret change if I might add.

  • Haha 1
  • Saw it 1

Share this post


Link to post
Share on other sites

10 hours ago, Apis_the_Professor said:

In all honesty, what really needs a nerf is jamming freeze (totally ridiculously annoying augment with enormously high critical damage) that literally makes your tank VANISH in a matter of millisecond (having protection doesn’t help at all).

That sounds like you want Freeze to be nerfed. Jamming Mix already cannot slow you down as quickly as a Stock Freeze can. 

 

10 hours ago, 2shots2kills said:

Sorry but this is a bit like comparing oranges to apples, they are completely different augments for completely different turrets.

Of course Jamming Freeze is OP, but so are a ton of other augments. (I have been using EMP Twins lately and that thing is absolutely disgusting)

It's what 2shots said. Augments can be cancerous in different directions, whether it be adding on something broken to an already strong Stock turret (Jammer Freeze for the first few months after it came out), changing the crucial turret parameters to become a net upgrade (previous EMP/AP Gauss), straight up giving it significant buffs compared to Stock (Cryotron/Magnetron Twins), attaching something broken to an augment that was already broken (previous Stun Striker,  and other methods that vary.

Healing Emitters' cancer was having the option to heal while having no significant drawback to damage output. An average Healing Emitters was able to have a presence on the field. A competent Healing Emitters with an appropriate drone was able to decide the outcome of the battle easily. A few examples being these:

Spoiler

 

 

 

 

I am aware that these examples do not totally stand the test of time. There have been many major gameplay changes made in the past few months that would have the flow of those battles considerably different to what is shown. But one thing that does stand it is HE's paramaters then and now. The only difference to it now are the removal of critical damage and the scope's zooming. I knew that if they were to ever remove critical damage from HE, it wouldn't have mattered to me because just being able to freely switch between healing allies and damaging enemies with the same base damage as Stock was already a HUGE utility to my team. The potential of the augment is huge.

 With me not being able to use TO mobile for the forseeable future, I was most saddened that I couldn't continue using that combo. Current setup limits me to a few turrets and my most favourite to use, Shaft, is not one of them. 

 

From my experience constantly using it for 6 months and my attempt to use it in the current current day of Tanki gameplay with the unfavourable setup, I see any nerf suggestion to it reasonable.

  • Like 4
  • Saw it 2

Share this post


Link to post
Share on other sites

15 hours ago, Kazareen said:

It is a container augment, meaning it should come as no surprise to you that is arguably better than the garage ones. The devs explicitly made it clear that not all augments are equal, rarities are there for a reason. And among legendaries, Healing Emitters are in the middle imo.

This part is understandable to me. Maybe a drop in rarity could compensate.

15 hours ago, Kazareen said:

You lost critical damage and have no recoil.

15 hours ago, Kazareen said:

it becomes practically defenseless against an enemy with the Eagle module considering it's low DPS.

Critical only occurs in arcade mode, not in the sniping mode  Isn't shaft supposed to be a turret that majority of the time, you camp with and snipe and not use the arcade mode often? That is why the arcade mode is not supposed to be strong unless you have another one of Shaft's augments that strengthen it. Hence, I feel the critical damage is also another "added benefit" for arcade mode shots. Furthermore,  have you seen the buff given to the camper drone recently - and oh right, it has camper in the name, doesn't it? What about Booster, Crisis?

 

16 hours ago, fire_shoter said:

You are just like forum mods and other players, when they started with " ohhhh magnum is OP now, huge splash, huge damage, blaa blaa bla bla". 

Always whining to nerf perfectly balanced weapons and augments , but when they nerf it, then you all are, it is balanced now and just simply forget about that nerfed weapon. 

I understand where you are coming from with the rarity of the augment, but it seems like you have no idea what game balance means. Why don't you take into account other in-game selections, for example; drones?  

15 hours ago, Kazareen said:

Whereas there are legendary augments that can blow away the supplies/armor & modules away from entire groups of tanks, and other than having immunity to the debuff(s?) in question, you have no answer to that

I do have an answer to that - yes I believe they should be nerfed indeed. It was not my idea to add status effects in augments. Obviously this would make the augment so powerful against players who do not have the immunity

16 hours ago, stat.padder said:

Shaft protection being one of the most used ones in general makes it even worse.

Does it really make it even worse, with additional, massive boosts that can be given to boosted damage? Even if you cannot one-shot players, you can pretty much take down a lot of health from your enemies and your mates can finish off the job for you.

In addition, I also see a lot of competing modules coming up like freeze, railgun, twins, hammer, especially with the new status augments like I said above

Edited by The_one_and_only
Tried to make arguments clear

Share this post


Link to post
Share on other sites

1 hour ago, The_one_and_only said:

This part is understandable to me. Maybe a drop in rarity could compensate.

This right here is a dead giveaway you just want it nerfed and don't care how it happens. It's the same as "Oh, just buff Support Nanobots to be a legendary augment". That is not how it works. This is not the game from a few years ago, my liege. They no longer want everything balanced. They seem to seek to strike a balance within each rarity tier except Exotic, since that one is just "premium" and every augment leaves that area sooner or later. This is exactly why Support Nanobots cost crystals whereas Healing Emitters cannot be be bought at all, if you want it you are at the mercy of the ever-wonderful drop rates or waiting for a BP that may or may not come. It's like you asked for Crisis to be on par with other drones. It's not gonna happen because it was designed to be better, to be an incentive for players to spend money on the game. Well, maybe if a time came where literally everyone has it, then they might nerf it since it won't make any more money. That's the reality, I'm afraid. And I believe that once an item is live and it belongs to a specific tier/rarity, it should stay there so that nobody ends up feeling scammed or tricked. And, methinks, "Legendary" means to be better than average (Rare and Epic - read: garage augments) yet not break the game like Helios does.
 

 

1 hour ago, The_one_and_only said:

Are you sure about that? Isn't shaft supposed to be a turret that majority of the time, you camp with and not use the arcade mode often?

No, since the devs literally have been tweaking Shaft to make Arcade shots more viable. That is exactly why they cost zero energy (and why that system exists at all) now and why their effective range increased.

Camper? I'm sorry, but I'd have to worry about you if you were not to be alarmed by an enemy dealing an absurd amount of damage enough to figure out that it is because of that drone. Graze it with one shot and its effect is nullified. Every turret deals absurd damage with that drone, Shaft is not to blame. And as you said, it is called Camper - that means the devs are encouraging this behavior, so good luck on your endeavor once you figure out that you should try to get that DRONE nerfed, not one turret. And, oh yes. Have you considered what an Isida with Camper can do? Sure, it is a melee turret, but in say, Juggernaut, your healing could reach ludicrous levels. And our beloved, hitscan nuker Gauss which, with that drone, will obliterate everything in a 5m radius and apply EMP/AP to everything in a 15m radius? You're worried about a healing Shaft but not stuff like that? Hmm. 
Booster makes all turrets stronger, so I do not know what your point is. Crisis is literally designed to be overpowered, so tough luck. Use Jammer or EMP against it; the alternative is to tough it out or just get blasted by a Helios with one. Oh dear.

And finally - I'd like to add that with all the recent changes to the other turrets, Shaft cannot be a sitting duck while it is not sniping, which is every 9 seconds at Mk7+. Arcade shots have to be usable, otherwise the turret - being the sole single target weapon among all long-range turrets - is gonna end up left in the dust. As an augment (an improvement by the definition of the word, that is why they dropped the term "alterations") Healing Emitters are harder to judge than usual since they are the only legendary healing augment. The one thing that comes close in mechanics are the Vampire Nanobots, and you should know how monstrous that augment can be.

  • Agree 2

Share this post


Link to post
Share on other sites

Please stop the ad hominem insults (not aiming this at anyone in particular), Players have risen valid points on this issue from either side and that is what the discussion should be about.  Remember that calling someone less intelligent or otherwise less worthy does not make your argument any better, quite the opposite.

  • Saw it 1
  • Agree 2

Share this post


Link to post
Share on other sites

2 hours ago, The_one_and_only said:

This part is understandable to me. Maybe a drop in rarity could compensate.

Are you sure about that? Isn't shaft supposed to be a turret that majority of the time, you camp with and not use the arcade mode often? That is why the arcade mode is not supposed to be strong unless you have another one of Shaft's augments that strengthen it. Hence, I feel the critical damage is also another "added benefit" for arcade mode shots. Furthermore,  have you seen the buff given to the camper drone recently - and oh right, it has camper in the name, doesn't it? What about Booster, Crisis?

I'd like to debate who is really whining like a 5 year-old toddler here

I understand where you are coming from with the rarity of the augment, but it seems like you have no idea what game balance means. Why don't you take into account other in-game selections, for example; drones

Game was never balanced, just cope with that. 

Edited by fire_shoter
  • Haha 1
  • Sad 1
  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, The_one_and_only said:

Are you sure about that? Isn't shaft supposed to be a turret that majority of the time, you camp with and not use the arcade mode often? That is why the arcade mode is not supposed to be strong unless you have another one of Shaft's augments that strengthen it. Hence, I feel the critical damage is also another "added benefit" for arcade mode shots. Furthermore,  have you seen the buff given to the camper drone recently - and oh right, it has camper in the name, doesn't it? What about Booster, Crisis?

You "feel" sniping dmg is such a big issue so it should be part of augment penalty? I would ask myself what's the end result of such a change. I can't see anything meaningful in it. You want to make sure they do not get many kills? 

Alright...I can't remember a single match where shaft HE sniping dmg was a problem even when unequipped shaft module. They would still get an easy access in to the base with his group buddies which were almost indestructible thanks to the "balanced" up to 80 meters highly efficient healing. The shaft user picked easy points by kill-stealing, kill assists and healing all while in arcade mode. Sniping mode has pretty big reload, in general is not super fast(might miss chance to get assist,kill or heal).

 

I really do not like pointless changes. Yeah, with your change you will hurt often useless shaft HE users that heal from over 120 metres, while camping and using it incorrectly. By incorrectly, I mean that they were not as problematic as active players. So your logic lets nerf something that's annoying for some(light hull users mostly), while leaving other unbalanced more important things unchecked (that are going keep game unbalanced or will result in further nerfs making augment useless - like autocannon, I can't forget this one and pointless suggestions like this remind me that other augments might meet same fate).

 

Edit: oh well...after checking profile of this guy and the reply below, it is safe to assume that this is thread is not made to be constructive/with balance in mind. There is mostly self interest in play here. Luckily some offered more reasonable balancing.

Edited by stat.padder

Share this post


Link to post
Share on other sites

1 hour ago, Kazareen said:

dead giveaway

What makes you think that I don't care how it happens?

I agreed with lowering its rarity as an option with my suggestion because:

1. Damage is decreased in my suggestion

2. It is just added healing, nothing new. It is the same thing as adding healing to other turrets like railgun, gauss(which I hope never happens). I do not understand why the devs ever classified it as such a rare and powerful augment. This is not the first time we are introduced to healing. It should have just been in the rare or epic sections of a container( with my suggestion applied)

3.

1 hour ago, Kazareen said:

just buff Support Nanobots to be a legendary augment

Exactly. Why reduce the damage for Isida and not for Shaft?  We get to utilise only the healing or only the damaging aspect of Isida separately but for Shaft, we able to both? That is the double standard I was talking about. Make the Support Nanobots augment even more rare(exotic, only available in ultra containers) and powerful(little to no reduction in damaging) - that's valid as well.

 

1 hour ago, Kazareen said:

Have you considered what an Isida with Camper can do

Never have and never will. It is near impossible to use Isida with camper, even when healing juggernaut due splash damage and being targeted so often. With shaft,  camp far and heal, simple

Share this post


Link to post
Share on other sites

1 hour ago, stat.padder said:

Edit: oh well...after checking profile of this guy and the reply below, it is safe to assume that this is thread is not made to be constructive/with balance in mind. There is mostly self interest in play here. Luckily some offered more reasonable balancing.

My arguments are perfectly sane. You must likely be using this augment, that's why your opinions are subjective, and that's completely normal. I do not understand why you would call someone insane. As for the self-interest part, that's just out of question - there is obviously way more to consider here then my self-interest. I just want to know why it cannot be changed similar to the mechanics of Isida? Healing is nothing new, its been there for quite a while now. If they made us choose for Isida, why not for Shaft?

Edited by The_one_and_only
  • Saw it 1

Share this post


Link to post
Share on other sites

13 minutes ago, The_one_and_only said:

My arguments are perfectly sane. You must likely be using this augment, that's why your opinions are subjective, and that's completely normal. I do not understand why you would call someone insane. As for the self-interest part, that's just out of question - there is obviously way more to consider here then my self-interest. I just want to know why it cannot be changed similar to the mechanics of Isida? Healing is nothing new, its been there for quite a while now

I use smoky Healing emitters and as you can see I am extremely biased + I like talking complete nonsense with no argument and examples/s. My main account r4ich does have shaft HE, but I have rarely used it due to fact that defender and trickster are not best drone choices for that augment (there I mostly orher weapons, shaft HE imho may as well be deleted from the game it wouldn't hurt nearly as much as unjustified autocannon nerf).

 

I do not recall calling you insane. I told you had self-interest in this topic and you do, you can lie, make up things and delflect all you want. I already offered my suggestion for shart HE and I have explained extensively.

Edited by stat.padder
  • Haha 2

Share this post


Link to post
Share on other sites

2 hours ago, The_one_and_only said:

Simpleton.

This part solely is enough to understand that your posts are irrelevant and useless.

Calling someone a simpleton just because one disagrees with someone's statement. That's just pathetic.

He rightfully called you a penny pincher.

Let me break it for you. You have actually been agitated because I can see that you are actually a juggernaut's slave whose only purpose is to heal their master.

Opposing team always go after juggernaut's slave and that's where shafts come in handy. They help their teammates by sniping juggernaut's isida-slave and by healing their teammates so they can estinguish juggernaut's slave and juggernaut with Viking's OD.

And that's fair, you gotta get rid of the slaves somehow and if it is by using shaft HE to better your team, I see no problem in that.

  • Haha 1
  • Agree 1

Share this post


Link to post
Share on other sites

Just now, Apis_the_Professor said:

This part solely is enough to understand that your posts are irrelevant and useless.

Calling someone a simpleton just because one disagrees with someone's statement. That's just pathetic.

He rightfully called you a penny pincher.

Let me break it for you. You have actually been agitated because I can see that you are actually a juggernaut's slave whose only purpose is to heal their master.

Opposing team always go after juggernaut's slave and that's where shafts come in handy. They help their teammates by sniping juggernaut's isida-slave and by healing their teammates so they can estinguish juggernaut's slave and juggernaut with Viking's OD.

And that's fair, you gotta get rid of the slaves somehow and if it is by using shaft HE to better your team, I see no problem in that.

What about those who called me a whiner? Isn't that rude as well?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...