Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

15 hours ago, TheCongoSpider said:

What do you guys think? Would it be too powerful? Would it invigorate you to try it out for more variety of offensive Tesla gameplay? 

I don't use it as much now, but the nerf they gave it in regards to charging time was as usual OTT.

It was meant to be used as "A DEFENSIVE AUGMENT" so imo it should go back to how it was and be able to shoot more ball lighting at a faster rate.

Defensive augments/hulls/drones should be just that, so why try and make them anything other than what they were initially designed to do.

The developers in my experience very rarely get it right when it comes to any new update, they are constantly nerfing or buffing things that should have been thoroughly tested before being released into the game. 

Bring back the old tesla, It will give those paladin users something to think about, just like it did with the flying hack. 

1 hour ago, TheCongoSpider said:

There's not much you can do about the camping bit. It is baked into the augment's parameters for it be good at holding a specific point. At best you can tweak the augment parameters so that it becomes comfortable to use for offensive purposes and less comfortable to use for defensive purposes. 

As i said it's a defensive augment, why give it offensive abilities. 

If your idea becomes a reality then that augment for tesla which has already been butchered, will become just another dust gathering useless part of the game, like so many other things that the developers have ruined to make a quick buck.

There are 2 main objectives in TO, attack and defence with the exception of TDM were it's basically all out attack to win the battle.

The trick the developers are missing (deliberately so imo) is that unspoken word, "balance". Get that right between attacking combo's and there defensive counterparts and you have a battle that should in theory be close. (P2W not withstanding) As we all know this will never happen because of the tunnel vision of the developers when it comes to making cash by any and all means possible. Balance as always is the key word the developers like to throw over the nearest cliff.

All those against this augment are i take it haters against campers.

Edited by YANUKFIN
  • Saw it 1

Share this post


Link to post
Share on other sites

On 6/6/2022 at 4:39 AM, YANUKFIN said:

so imo it should go back to how it was and be able to shoot more ball lighting at a faster rate.

Reverting all of the changes made to it is not an option, unless you want them to go back to flooding battles and making bases unleavable? Dilatory with fast ball recharge was instantly problematic. 

 

On 6/6/2022 at 4:39 AM, YANUKFIN said:

As i said it's a defensive augment, why give it offensive abilities. 

If your idea becomes a reality then that augment for tesla which has already been butchered, will become just another dust gathering useless part of the game, like so many other things that the developers have ruined to make a quick buck.

I'm not quite sure I'm understanding this part. Are you saying that Dilatory getting these changes will make it unplayable? Or are you saying YOU won't be using it? You can't make a quick buck off of it if it's for crystals and was in a challenge in the free tier less than a month ago. 

Share this post


Link to post
Share on other sites

On 6/3/2022 at 12:49 AM, frederik123456 said:

Would be nice as an augment purchasable for crystals, as we haven´t gotten any new of those lately.

There might be a reason for that 
Besides augments can be obtained from containers as well, so not that big deal 

Share this post


Link to post
Share on other sites

22 hours ago, TheCongoSpider said:

Reverting all of the changes made to it is not an option, unless you want them to go back to flooding battles and making bases unleavable? Dilatory with fast ball recharge was instantly problematic.

And yet it didn't take them very long to nerf it, once it had made a few bucks that is. 

I will admit when it first came out it was a game changer "in defence," but now with all the ridiculous amounts of augments and status effects they have just ruined and over complicated the game, tesla and it's defensive capabilities should be back to where they were before the OTT nerf.

22 hours ago, TheCongoSpider said:

I'm not quite sure I'm understanding this part. Are you saying that Dilatory getting these changes will make it unplayable? Or are you saying YOU won't be using it? You can't make a quick buck off of it if it's for crystals and was in a challenge in the free tier less than a month ago. 

I will not be using it. When tesla first came out it was new, different and a excellent defence turret. Now just like everything the developers tinker with it is (for me at least) worthless in battle, especially at the endgame battles. 

As for making cash from it, the developers have already done that, why do you think it was in the challenge for all to acquire, because it has lost it's cash making abilities, hence, into the challenge it goes. 

Dilatory like so many others are just not cutting it at high end rank battles. I have used just about every available thing you can earn in TO with the exception of a few new P2W only augments, which i will never PAY for. Dilatory, crisis, titans dome, are the 3 that stick out for me that on their own (as a player in battle) are worse than useless with the amount of fire power that can take you out in seconds.

To is a ever shifting, complicated nerf/buff cycle with no thought given to the majority of players who can't afford the HUGE price tag they place on EVERYTHING.

TO is a overpriced, over complicated mess.

Share this post


Link to post
Share on other sites

3 hours ago, YANUKFIN said:

As for making cash from it, the developers have already done that, why do you think it was in the challenge for all to acquire, because it has lost it's cash making abilities, hence, into the challenge it goes. 

That's an overly cynical way to interpret why an augment is put into the free tier of a challenge. ?

 

Tesla has been available for purchase for 10 months. You can't use that (awfully convenient) excuse. 

4 hours ago, YANUKFIN said:

I will not be using it.

Got it. So in our opinion, Dilatory Protocol should remain a primarily defensive augment? 

Share this post


Link to post
Share on other sites

1 hour ago, TheCongoSpider said:

Tesla has been available for purchase for 10 months.

Ok your the stat man. How long has that particular augment been nerfed?

 

1 hour ago, TheCongoSpider said:

Got it. So in our opinion, Dilatory Protocol should remain a primarily defensive augment

AHHHH nice try congo, remember who you are conversing with. I may not have your knowledge of all things when it comes to stats and graphs/figures, but I do no what this game is all about. The dilatory augment was intended as a defensive introduction for tesla, but as we both know players use it as a offensive turret as well. This is why "you" and others want it changed, because on certain maps it destroys defenders at their base. I don't use it because imo i think it has lost its effectiveness in that regard, but you still see it as a problem, hence you want the parameters changed on it to suit your purpose.  

 

1 hour ago, TheCongoSpider said:

That's an overly cynical way to interpret why an augment is put into the free tier of a challenge

As for this little dig. You know full well this is what the developers do. Everything they do is aimed at squeezing cash from players, everything.

TO is a mess, a complicated, OP, P2W mess. 

Share this post


Link to post
Share on other sites

1 minute ago, YANUKFIN said:

Ok your the stat man. How long has that particular augment been nerfed?

Current Dilatory Protocol parameters have existed for ~9 months. 

 

3 minutes ago, YANUKFIN said:

AHHHH nice try congo, remember who you are conversing with. I may not have your knowledge of all things when it comes to stats and graphs/figures, but I do no what this game is all about. The dilatory augment was intended as a defensive introduction for tesla, but as we both know players use it as a offensive turret as well. This is why "you" and others want it changed, because on certain maps it destroys defenders at their base.

I didn't deny that the augment was a defensive augment. The ball speed being slow already implied that its forte was holding onto a specific part of a map better than the other Teslas. 

12 minutes ago, YANUKFIN said:

I don't use it because imo i think it has lost its effectiveness in that regard, but you still see it as a problem, hence you want the parameters changed on it to suit your purpose.  

One of the things I don't like about the current game balance is that certain augments do not possess anything unique to have them stand out against the other augments of that specific turret. Some examples would be

  • Shock Freeze vs Adrenaline Freeze
  • Reinforced Gun Carriage vs Automated Gunpowerder Loading Mechanism
  • Vampire Nanobots vs Nanomass Reactor
  • Short-Band Emitters/Rapid-Fire Mode vs Light Capacitors
  • Autocannon vs other Smokies

 

Dilatory Protocol also falls under that as its use was very limited outside of using it as a defense augment in one position all game. My goal was to give it something unique while adhering to its gimmick of controlling an area. The only way to go about this without touching ball lightning reload (again, was problematic with a fast reload), was giving it slightly more range than other Teslas, so that it can connect faster to other tanks and other Tesla balls. So I wanted an opinion on this, whether Dilatory should be changed to this or should be changed at all. Your responses appear to be in support of leaving Dilatory Protocol as a primarily defensive augment

 

In any case, Tesla will have a point where its Minus-Field augment will be increased from 149k crystals to 245k crystals so you have that Patch to look forward to in hope that they do buff Dilatory Protocol to be more suited to your taste. 

Share this post


Link to post
Share on other sites

@TheCongoSpider As always nicely posted.

I do not use tesla at all now. As for minus field, I honestly think in todays TO it is quite useless.

THE 2 things that stand out in TO as being game changers are-1 rico's OP fast shot augment (name slips my mind) and 2- paladin.

Twins with its ability to take supplies off you is also a problem. Fact is all augments that do that are a problem. 

There is far to much copy/paste going on were most turrets can mimic each other. All turrets and hulls used to be "unique" especially when they got their own specific overdrive.

There is now nothing unique about anything and even though the game "seems" more dynamic and modern, it is only "skin deep", a false impression of what it could and should be.

Getting back on topic. They did i believe increase the ball lighting's range when they nerfed the charge up time, but that slight buff to range in no way made up for the huge nerf when they increased charge up time, which completely ruined that augment for tesla.

Share this post


Link to post
Share on other sites

On 5/12/2022 at 9:52 PM, jessecool123 said:

 

On 5/29/2022 at 8:43 AM, The_one_and_only said:

 

On 5/22/2022 at 8:21 AM, Me0w_XP said:

 

Topic Merged

Share this post


Link to post
Share on other sites

Sort of like a hovering boomerang revolving around the tank, would make the defense factor with Tesla a bit more annoying unless the player takes stun immunity.

Share this post


Link to post
Share on other sites

With this augment Tesla deals almost full damage to all targets in circuit. Very efficient against crowds of tanks, but not so much in 1 v 1 combat due to lack of AP critical damage.

  • Damage after conducting +80%
  • Critical damage disabled

Share this post


Link to post
Share on other sites

This is straight up buffed augment I believe, will maximize Tesla's defending power, and it would be hard to counter against them.

As for the AP critical, that only works efficiently if the enemy has some considerable Tesla protection, if not, then normal shots are enough to kill him.

A single booster or normal defender can wipe out the attacking group easily if no tesla prot is there to counter the shot.

Share this post


Link to post
Share on other sites

Would be more interesting if it was significantly reduced damage against single targets, and increased damage against groups, with more tanks meaning more damage.

  • Agree 1

Share this post


Link to post
Share on other sites

36 minutes ago, Maf said:

Would be more interesting if it was significantly reduced damage against single targets, and increased damage against groups, with more tanks meaning more damage.

Like Hyperspace rounds?

1 hour ago, NikmanGT said:

This is straight up buffed augment I believe, will maximize Tesla's defending power, and it would be hard to counter against them.

As for the AP critical, that only works efficiently if the enemy has some considerable Tesla protection, if not, then normal shots are enough to kill him.

A single booster or normal defender can wipe out the attacking group easily if no tesla prot is there to counter the shot.

Maybe reduce regular gamage a bit too?

19 minutes ago, firety31 said:

The only way I will accept this augment is:   It wont do full damage for a group except with a critical

It is what standart Tesla does

Share this post


Link to post
Share on other sites

13 minutes ago, The_Resistance said:

Like Hyperspace rounds?

Yeah, similar concept. Far less skill-dependent, but it also wouldn't be as powerful as hyperspace.

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

Yeah, similar concept. Far less skill-dependent, but it also wouldn't be as powerful as hyperspace.

Most of the time, Hyperspace rounds require luck, not skill. Or just playing in SGE.

Share this post


Link to post
Share on other sites

22 minutes ago, Kazareen said:

Most of the time, Hyperspace rounds require luck, not skill. Or just playing in SGE.

Depends on how you use it. Some people are great at lining up shots and predicting moments when multiple enemies can be pierced.

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

Depends on how you use it. Some people are great at lining up shots and predicting moments when multiple enemies can be pierced.

That still requires luck - not all enemies are foolish enough to create such openings, and even then - for two enemies to randomly cluster for you under the right angle, it's just unlikely. Some kind of capture goal needs to serve as bait. Otherwise, what good is being great at predicting things if they don't happen often enough for you to be effective? Of course, there are some exceptions whereby a player has a teammate helping them with this, but that further goes to show the reliance of the augment on other tanks and what they do. It is out of your control.

Share this post


Link to post
Share on other sites

2 hours ago, The_Resistance said:

Maybe reduce regular gamage a bit too?

That can work out, because otherwise you have got base damage perfectly okay in killing randoms like usual, along with the chain damage which does not get divided upon new members, which makes the augment a lot powerful than the rest.

Share this post


Link to post
Share on other sites

I think this could be a nice idea when facing some enemies using dilatory protocol to defend(for one can deal more damage after each conduct). But still this should be under consideration because one can use the lighting balls provided by their allies to defend. 

Share this post


Link to post
Share on other sites

On 6/3/2022 at 12:31 AM, Jaden_Master_Ultra said:

 

On 6/5/2022 at 10:28 PM, TheCongoSpider said:

 

On 5/7/2022 at 4:28 PM, Kazareen said:

 

Topic Merged

Share this post


Link to post
Share on other sites

Augments For Turret Posted on Page 182 / 183 of Turrets (Medium Range Turret) 

Stock -  >> is Shells travel through air Like strikers Rockets >> Tank shells cannot Pierce or do Splash damge 

-Pro-  -Advantages- Plus.png  .  doesnt decrease damage over a distance

-Con-  -Disadvantages Minus.png    . Slow shells are slower than strikers rockets and cannot do splash damage - Shells fly through air 

--------------------------------------------------------------------------------------------------------------------------------

Freeze Shells - Replaces normal weapon with Lower damage Freeze Rounds that Fully Freeze the Target after shootin target at least 2 times or more 

-Pro-  -Advantages- Plus.png  .  Slows Enemy Movement 

-Con-  -Disadvantages Minus.png    . Slower Shells and rate of shooting 

--------------------------------------------------------------------------------------------------------------------------------------

Flame Shells - fully sets target alight for 1 to 2 seconds when ever it shoots also shows small Flames from impact instead of a Shell

(Similar to Plants vs zombies Peashooter and torchwood Effect

-Pro-  -Advantages- Plus.png   - can deal slightly more damage when shells ignite

-Con-  -Disadvantages Minus.png - . Doesnt give afterburn effect 

-------------------------------------------------------------------------------------------------------------------------------------

Auto Loader - Replaces Normal shots with weaker shots that Shoot automatiacllly after the first - 3 shots fired then it reloads 

-Pro-  -Advantages- Plus.png   .   Faster shell speed and also it shoots 3 times in a row

-Con-  -Disadvantages Minus.png - . Cannot attack while reloading , Cannot save Shots like Hammer can , 15 to 20% longer reload time than Stock 

-------------------------------------------------------------------------------------------------------------------------------------

Stun augment - Replaces some of its shells with Stunning Shells   has 2 Modes Randomiser stun which has a 10 to 20% chance to stun or close range Stun which has a Stun shot every 2 or 3 shots , has a coold down of at lesat 10 to 20 seconds to switch modes 

-Pro-  -Advantages- Plus.png     Can stun targets

-Con-  -Disadvantages Minus.png -  Slower reload than stock

-------------------------------------------------------------------------------------------------------------------------------------

Bounce Shells - Equips Tank with a different Shells than Stock  when tank shell hits a Object it opens and shoots a smaller Shell from its shell

makin it look like it bounced  --- Has 2 Modes >1st Mode is  is to have Equpipped the Special Bounce Shells  , 2nd mode is to have Stock Shells with Lower damage  10 to 20% less than Stock damage Shells 

-Pro-  -Advantages- Plus.png     Can hit up to 2 targets from a single shell , main shell deals a small splash damage as it explodes out the Mini shell

-Con-  -Disadvantages Minus.png -  - Shells both Normal and Small bounced shell do less damage than   (Basic Turret without Augment) 

-------------------------------------------------------------------------------------------------------------------------------------- 

Share this post


Link to post
Share on other sites

Hello, I would like to suggest that SHAFT AP SIGHT be modified by allowing ARCADE CRITICAL HITS AP STATUS as well;

 much like how RICO AP got buffed recently.

 

I think this would be good since RICO AP has this as well to be fair for shaft users who need help fighting at close range.

Thank you for considering.

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...