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Ideas for Augments!


Maf
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On 1/3/2023 at 7:37 PM, TheWolf said:

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

Well not really. OG Isida was basically Vampire Isida fused with Support Nanobots Isida. 

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On 1/3/2023 at 1:41 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.

what's the point of reducing critical damage for attack mode when you can only deal 1 damage? To prevent it from doing 2hp crits? kek

It would basically be an overpowered version of support nanobots, with the drawback of you being useless other than healing others, people will still focus you down, and if your teammate is full hp you'll die without being able to do anything.

I also don't agree with healing crit reduced, makes no sense.

Edited by JustBlackWolf

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On 1/3/2023 at 6:41 PM, 2shots2kills said:

Well not really. OG Isida was basically Vampire Isida fused with Support Nanobots Isida. 

Ahh yes. I see what you mean. Well anyway, I would totally use this aug.

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Especially impossible surviving so i recommend some to give choosing players

Secondary augment  "Transformer", "Shield"
-  10, 20% less damage.
+  Same amount to healing itself

If you take 100 damage to enemy, you get 80, and 20 damage back to you as hp. or x2 amount you gain shield (if 2 points shield saves 1 hp)
a)Maybe if tank hp is full, you get 100% damage.
b)Maybe some icon on screen like a bar to fill extra hp to collect and use later.
c)Maybe not as hp, new something named like "shield" and tanks have "shield bar", you fill and when enemy hits damage you lose shield together hp. (100 damage enemy hits, and gets 100 damage. If you have 50 shiled 50%-50% you pay. If you have less than it you pay how much you have. simple) 
d)Maybe shield bar limited (to tanks hp) maybe not limited. Maybe the bar has x2, 10, 20 times more than tank hp.
e)Maybe 3 way. e1)use it only for me. e2) use it only team. e3) both. (if using for team, it counts like isida healing to gain exp to you. (it is jus for fun, or tactic) and a special button to activate processing like "use it" and" stop and fill it" (maybe some visuals on tanks)

Shield or hp you chollect to special battery bar. For it you have some amount damage as penalty.(10%-20%-25%)(maybe for single secondary augment, maybe use it together, fill 2 battery bar at the same time.) ( maybe give a chose how much "%" they wont to fill. from 5% to 25%)
(collect and attack or use properly)

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Augment for Magnum

Name:
Lava Launcher 
Rarity: Legendary ( obtainable from containers ) 
Description: if magnum bullet successfuly hits enemy it put enemy tank on fire,
if misses bullet create 5m radius lava on ground for 6 seconds walking on that lava 
puts enemy tank on fire 
Disadvantages: turrent reload time is increased by 10%
Exapmle: 

 

Edited by Noob_001
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This augment is somewhat similar to Railgun's «Death Herald» – it gives something when enemy tank was destroyed. Because Smoky's main feature is crits, sooo...

  • Destroying an enemy gives 100% chance to make a critical hit
  • Critical damage +100%
  • Critical chance -99%

With these settings after destroying an enemy tank you have a powerful shot loaded. Sounds like Smoky now have a second firing mode of sorts, right? Also you can cosplay Supercumulative rounds under Supercharge – completely different playstyle.

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for now pulsar augments are beyond the  meaning of word "toxic"

my suggestion: instead of applying all statuses at once, throw it one in time, either in random order, or in certain rotation (eg heat>emp>stun>pierce etc.)

thus will even make name of augment more plausable, since it gonna pulsate, and players will be able to resist at least one effect guaranteed

additional bonus: it's easier to balance, you can enhance crit chance up to regular level, without much worry, just shorten the duration

@Opex-Rahi know you read eng forum, consider this, pulsars are batsh atm, and you know it too

Edited by Entropy
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Pulsar 1= EMP Burning and Stun

Pulsar 2=AP Freezing and Jammer

Freezing status effect is the only one missing but not possible to add because of the burning one so why not making two different ones

also its less op...

 

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On 1/8/2023 at 9:40 PM, Noob_001 said:

Augment for Magnum

Name:
Lava Launcher 
Rarity: Legendary ( obtainable from containers ) 
Description: if magnum bullet successfuly hits enemy it put enemy tank on fire,
if misses bullet create 5m radius lava on ground for 6 seconds walking on that lava 
puts enemy tank on fire 
Disadvantages: turrent reload time is increased by 10%

soo.... basically a burning status effect augment for magnum 

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I kinda liked this idea too. It will make countering a Pulsar-user more durable and less difficult to deal with. Though Pulsar augments will need a slight buff in critical rate because of the severe nerf of applied status effects. I also think that most players who spent money into obtaining any Pulsar will be furious, because it will transform into a very different augment all of a sudden. 

Also your idea made me think of this: 

Spoiler

Item Box - Super Mario Wiki, the Mario encyclopedia

How do I make images smaller?

 

Edited by Maf

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since isida with vampire nanobots augment cant heal teammates disable its healing shots. sometimes when enemy is near teammate intead attacking him turret heals teammate with 1hp which is annoying. so disable healing teammates for this augment.

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On 1/15/2023 at 8:14 PM, BloodPressure said:

How do I make images smaller?

Double-click on image to open a pop-up image settings menu.

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That doesn't amount to anything in today's scenario in my opinion. Even a basic damage from any turret with Boosted damage equipped will inflict like 200-400 damage to an opponent. That means it will take isida more than 200 ticks to heal even a basic random shot, and by that time, either the user gets killed or just uses a Repair Kit.

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On 1/16/2023 at 8:52 AM, NikmanGT said:

That doesn't amount to anything in today's scenario in my opinion. Even a basic damage from any turret with Boosted damage equipped will inflict like 200-400 damage to an opponent. That means it will take isida more than 200 ticks to heal even a basic random shot, and by that time, either the user gets killed or just uses a Repair Kit.

 

On 1/16/2023 at 10:51 AM, XD_PRO said:

That's a down side of this augment. It's fair enough 

He is suggesting to make it so that Isida doesnt lock on to teammates at all; so that if a teammate is in front of an enemy the beam doesn't lock on to the teammate.

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How about this instead?

1 random status effect - 70% chance

2 random status effects - 20% chance

3 random status effects - 7% chance

4 random status effects - 2.5% chance

All 5 status effects - 0.5% chance

This way it doesn't lose its ability to inflict many status effects at once, just makes it much less common.

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On 1/16/2023 at 11:03 AM, Cor7y said:

 

He is suggesting to make it so that Isida doesnt lock on to teammates at all; so that if a teammate is in front of an enemy the beam doesn't lock on to the teammate.

exactly

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On 1/16/2023 at 11:29 AM, PirateSpider said:

How about this instead?

1 random status effect - 70% chance

2 random status effects - 20% chance

3 random status effects - 7% chance

4 random status effects - 2.5% chance

All 5 status effects - 0.5% chance

This way it doesn't lose its ability to inflict many status effects at once, just makes it much less common.

with this rate its basically 1 status effect augment

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On 1/16/2023 at 12:03 PM, Cor7y said:

so that if a teammate is in front of an enemy the beam doesn't lock on to the teammate.

Why only for isedes why not for other turrets? 

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On 1/15/2023 at 7:14 PM, BloodPressure said:

 I also think that most players who spent money into obtaining any Pulsar will be furious, because it will transform into a very different augment all of a sudden. 

  Hide contents

Item Box - Super Mario Wiki, the Mario encyclopedia

How do I make images smaller?

 

kinda, but kinda not

firstly, it was cancer idea to begin with, an cancer need to be cut off in hard way?

secondly, most of pulsars are trash with rare crits, but if you give them high crit chance.. so you can see what'll happen with twins/tesla pulsars

you can not balance that thing, it's either op toxic, or trash tier useless

i can see it this way: higher than regular crit chance, reduced duration, crit damage may be slightly lower

on top of the cake: it is possible now to add freeze effect 

On 1/15/2023 at 6:47 PM, NikmanGT said:

I like the concept of random status effect, would be fun to watch and even defend against.

at least it should be possible to defend against 

On 1/16/2023 at 10:29 AM, PirateSpider said:

How about this instead?

1 random status effect - 70% chance

2 random status effects - 20% chance

3 random status effects - 7% chance

4 random status effects - 2.5% chance

All 5 status effects - 0.5% chance

This way it doesn't lose its ability to inflict many status effects at once, just makes it much less common.

still uncomfortable imo, and you lose possibility to add freeze effect, since heat+cold combo cancels each other

Edited by Entropy

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I just thought of an idea for Vampire Nanobots:

 

Variable Vampire Nanobots: Partial Vampire coefficient (High to Low)

Can adjust the heal rate vs self heal.

So lets say you want to be able to heal more than 2hp per tick but then there is trade off with self heal to make it fair.

Cause it would be nice to have the best of both worlds for healing yourself and others; even if healing others would be low still would be nice.

 

But they would have to add a new widget or number box within the Garage Turret Augment section,. I don't think that would be hard to add.

With all these new OP augs, Isida needs help.

 

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Recently, while playing with the nanotech shell augment, I noticed that there isn't vertical aim assist towards allies. Without vertical auto aim it's extremely hard to hit allies, which makes using this augment pointless. Since shaft with healing emitters has aim assist on allies, nanotech shells should have it as well. 
Add aim assist for Nanotech shells for thunder

About railgun's incendiary rounds, I've been thinking... Not too long ago, this augment was nerfed from setting +1.0 temp to targets on critical hits to +0.5. Note that this was at the time when railgun had 50% critical chance i.e dealt +1.0 temp in almost every single shot. Now recently, railgun's critical chance was changed to 30%. That makes incendiary rounds much worse, since it deals just +0.5 temp on uncommon critical hits. What I'm trying to say is that +0.5 target temp on critical hits was suitable for 50% critical chance. But now that critical chance is 30%, the augment is practically useless and should be made available for crystals. 
Change temp increase for railgun incendiary rounds from +0.5 to +1.0.

Edited by It_Aint_Too_Late
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