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Ideas for Augments!


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On 11/14/2022 at 6:21 PM, M2_Maxter_M3 said:

I never tried showing a new idea, I was just trying to be modest and not making tooo OP. But thanks for your feedback ?

bruh... -_- he was being sarcastic but maybe not best idea with non native speaker

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lmao

On 11/14/2022 at 12:09 PM, TheCongoSpider said:

I pity those who willingly choose to subject themselves to this torture. 

 

On 11/14/2022 at 6:21 PM, M2_Maxter_M3 said:

I never tried showing a new idea, I was just trying to be modest and not making tooo OP. But thanks for your feedback ?

 

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I get that we can only change equipment once. But can augments be a separate change as well? It is pretty much 2 turrets/hulls max per battle.

Example: If you change the augment of your first turret/hull during battle, it would be locked even if you change to a second turret - your second turret is equipped "as is" from the garage. If you made no augment change for the first turret/hull, then it is available for the second turret/hull.

One augment change for turret/hull per battle as with everything else.

 

Thanks.

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New Post For Augments Rest are Elsewhere -  

SCORPION AUGMENTS    -   

Twin Cannon - Changes Barrel to have 2 barresl to shoot 2 at Once -  Damage Decreases Over Distance ,

and Close range is Decreased from Stock by 15 to 30 % Less

-Pro-  -Advantages- Plus.png  , Can Hit multiple Targets , Faster rockets In Long range Shooting

Con-  -Disadvantages Minus.png  ,  Halves The Rocket Sytem to a smaller Rocket launcher at the Back , Less Rockets ( 4 to 6 Per launch )  

Decreases Melee Damage at Long range

 

Large Tracker Sytems - Improves The Rocket Sytem Target Lock Sytem to Make it Easier to Fire On target

Also Increases Height of Rockets due to Bigger rockets (10 to 20% bigger than Stock Rockets) Also The launcher has 2 Modes Quick Launch and Long Launch , Quick launch is Like the Augment > Swarm > uses Smaller rockets in quick launch   , and Long Launch takes more time to Taget Lock but Uses the Long range rockets Instead

-Pro-  -Advantages- Plus.png ,  Tracks Target for Longertime if you lose Focus , Rockets Go Higher in Long range Mode, 

Con-  -Disadvantages Minus.png  , Melee Damage is Decreased by 30 to 50% of Stock damage , Less damage Over Distance

 

Duplet  Adds a Second Shot to Turret 

-Pro-  -Advantages- Plus.png    Doubles Shots In Melee , Rockets can still go over Walls

Con-  -Disadvantages Minus.png    Changes Rocket sytem to Medium range   (  U Bolt  Fire up then rockets go Down to Ground Because its Now a Mid range Rocket ,   Decreases MELEE Damage by 20 to 40% Less ,  

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On 11/20/2022 at 3:13 AM, wishy said:

lmao

 

 

I was reading some other posts about augments, Yeah ?
As I said, I never suggested nothing before and I just came back after sometime not playing the game soo... I was a little outdated
Yeah, so maybe, I think:

- Reloading time increased by 20%.

It's a better idea?

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On 11/19/2022 at 4:22 PM, The_Resistance said:

Too great with +0,1 sec to reload. I think it may be more useful to increase warm-up time (skill required to use). Btw, how does it affects Tesla's lightning balls?

I didn't think about that! I think it's also a good idea to the augment also interact with Tesla's lightning balls

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Interesting idea, as I firstly understood that the laser trace will stay for like 1s, any player who cross it will get damaged! I think it's better than being like tesla's ball (really unrealistic), or I think you mean both (trace + splash)!

Also the augment is OP. But the idea in general is nice

Edited by firety31

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On 11/22/2022 at 7:13 PM, firety31 said:

Interesting idea, as I firstly understood that the laser trace will stay for like 1s, any player who cross it will get damaged! I think it's better than being like tesla's ball (really unrealistic), or I think you mean both (trace + splash)!

Also the augment is OP. But the idea in general is nice

I mean... I am reading again and... yeah! To be honest I think those two alterations ("+") is practically the same thing

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Since the devs have already added alts which do fire damage or freeze and even those that have isida like healing effects , so it is only a matter of time before they add alts which have tesla like characteristics. 

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On 11/14/2022 at 3:33 PM, M2_Maxter_M3 said:

The lighting trail left by the railgun would be energized and the enemy tanks that is nearby it would be electrocuted like the tesla's turret.
Or

When the Railgun shoots someone, everyone nearby that tank who got hit would also be electrocuted like the tesla's turret.

I personally think that this is way too overpowered. Railgun has a virtually infinite range and giving an augment the ability to deal damage through a line joining the two extreme ends of a map is ridiculous imo.

 

On 11/14/2022 at 9:09 PM, TheCongoSpider said:

I pity those who willingly choose to subject themselves to this torture. 

 Btw, increasing the reload time by 3%-5% is not significant at all. For an mk8 railgun, the reload time is 2.4 seconds and increasing the reload time by 4% will change it to 2.496 seconds. Hardly noticeable.

Edited by Assasin-TO

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On 11/23/2022 at 10:25 AM, Assasin-TO said:

 

I personally think that this is way too overpowered. Railgun has a virtually infinite range and giving an augment the ability to deal damage through a line joining the two extreme ends of a map is ridiculous imo.

 

 Btw, increasing the reload time by 3%-5% is not significant at all. For an mk8 railgun, the reload time is 2.4 seconds and increasing the reload time by 4% will change it to 2.496 seconds. Hardly noticeable.

Yeah, as I said, It's my first time suggesting something... Also after that I read some other augments to have a better Idea, I am changing the values right now.

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Smoky's unique feature (IMO) is being generic as hell and also have randomness in charge. This is about randomness. I think it could be fun to have augment, that at critical hits applies random status-effects.

  • Applies random negative status-effects on critical hits
  • Critical chance step -50%

Duration of effects is equal to that of single-status augments. This augment is universal to face enemies with different immunities, obviously. To avoid status-spam there is big step penalty.

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  • Head Administrator

I'd love to see that to be honest, in many cases I have the wrong augment equipped because I was using the turret for other things.

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I hate that too during battle if you change the turret you can't change the augment later on. But you have TO THINK AHEAD when you make the turret change

which augment to use. For example if you were to switch to Gauss, the enemy have alot of AP immunity, then go with Gauss EMP. Then when you switch

turret/aug you make the wisest choice. I don't think they will change this.

 

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I'd vote yes for that and even more strongly for hull alteration.  I have a bad habit of changing hulls without checking the hull alteration.  Even more strongly I would love to have each protection module slot be able to be changed once per battle.  It would give you back some of the flexibility lost.

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I feel like this could be a whole new series of universal legendary augments (i.e. for every turret), similar to Pulsar.

Not sure if I like the idea of having to fight an enemy with a turret I can't really protect from.

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On 11/25/2022 at 9:49 AM, Maf said:

I feel like this could be a whole new series of universal legendary augments (i.e. for every turret), similar to Pulsar.

Maybe...

On 11/25/2022 at 9:49 AM, Maf said:

Not sure if I like the idea of having to fight an enemy with a turret I can't really protect from.

I think eventually we may get more ways to counter statuses when they flood gameplay completely

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I really love the idea of decreased critical chances giving random -ve status effects. This idea is much more balanced and fun to play than the existing <<Pulsar>> augment, which just applies all the status effect. 

<<Universal>> augment can bring twists and turns in gameplay battles. While Pulsar would be overpowered, Universal would be fun and tactical to use.

 

Edited by 80s

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Please add pulsar immunity to hulls. This immunity should only protect against all effects caused by pulsar. Stun, Fire, Freeze, EMP, Jammer and AP that are caused by other turret augments will still happen on the tank whose hull has pulsar immunity. Pulsar became very popular after the tanki fund giveaway and in dominating the field. An immunity for such a strong augment in necessary to keep the game balanced.

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On 12/30/2022 at 2:42 AM, galziv01 said:

Please add pulsar immunity to hulls. This immunity should only protect against all effects caused by pulsar. Stun, Fire, Freeze, EMP, Jammer and AP that are caused by other turret augments will still happen on the tank whose hull has pulsar immunity. Pulsar became very popular after the tanki fund giveaway and in dominating the field. An immunity for such a strong augment in necessary to keep the game balanced.

that already exists, its called special protection, only special account holders have it, dont ask me who has it tho... idk 
Screenshot_3358.png

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On 12/31/2022 at 6:29 AM, DragonKnight said:

that already exists, its called special protection, only special account holders have it, dont ask me who has it tho... idk 
Screenshot_3358.png

I want an immunity only against pulsar. EMP, AP, Stun, Heat and other effects that are caused by other augments and ODs that are not pulsar will take effect on the tank, so you need to think very carefully if you choose for example EMP immunity that protects against all EMP effects (hunter OD, EMP augments and also pulsar EMP part) or just pulsar immunity that protects only from statuses caused by pulsar augments and not from other causes.

BTW I belive the protection you mentioned is given to Jaggernauts and Godmode_on player.

Edited by galziv01
  • Agree 1

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There should be a new Isida Augment called "Reinforce Nanobots". This augment is basically the opposite of Vampire Nanobots, and similar to Support Nanobots. The augment. When you heal your teammate, you will heal yourself as well. But damage is reduced to 1 HP/tick and critical damage for healing and damage are reduced. This will be great for users that want to heal teammates in any matchmaking mode.

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On 1/3/2023 at 12:41 AM, MrBad said:

There should be a new Isida Augment called "Reinforce Nanobots". This augment is basically the opposite of Vampire Nanobots, and similar to Support Nanobots. The augment. When you heal your teammate, you will heal yourself as well. But damage is reduced to 1 HP/tick and critical damage for healing and damage are reduced. This will be great for users that want to heal teammates in any matchmaking mode.

The Original isida from back in the day. I miss it very much!

  • Saw it 1

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