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Ideas for Augments!


Maf
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Way too overpowered, especially for someone like me who sits and camps with a turret like Railgun and doesn't die particularly often - I'd be getting the max increase all the time and 1 shotting everyone ?

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As the title says I want to suggest a new augment for magnum.
- Increase of damage by like 25% (or less)
- Decrease of Splash damage 30/50% 

So you have to be more accurate, and the augment will cost a bit more skill to use, but can be deadly if used correctly.
I understand this augment will be quite good, and so I think it should be rare augment and not a easy optainable one.

Sorry if I made any grammatical mistakes english isn't my first language.
If you wanna add something, feel free to leave a comment ? 
 

Edit: Just saw someone already made a post about this sorry
  

Edited by brennty
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If Hyperspeed thunder doesn't do critical damage, so shouldn't hyperspeed railgun. Period. Not much to explain, please consider ?
Suggestion:  Critical HIts Removed for Hyperspeed shells for railgun

Edited by It_Aint_Too_Late
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Pulsar is the most ridiculous augment I've ever seen. This broken augment seriously needs some rebalance in terms of the weapon being used.

For long range weapons, the critical damage chance shouldn't be decreased. main reason being that they are generally of slower fire rate and the 90%reduction in critical damage is more than enough of a compensation for the same.

Twins, smokey, Tesla should have both reduction in critical damage chance as well as reduction in critical damage since their faster fire rate makes up for it.

HOWEVER tanki is known for defying logical reasoning, and decided to remove decrease in critical damage chance for smokey and twins.

This has to be reconsidered as this is  definitely the most illogical thing happening right now.

Though they cannot revert back to their previous changes, modifying long range turrets might help. (I mean scorpion.)

 

 

 

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I didn't realize this, fair is fair right? Maybe they got mixed up with Hyper speed (has critical hits enabled) and Hyper space (has critical hits removed).

It would be funny if they made a rail augment that gave more damage in reverse up close lots of damage and long range less.

I sure notice in some games hyperspeed rail campers get crazy KDR; your lucky if you have 50% armadillo even that you barely live..heh

 

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Hello, I was thinking the other day about the jammer augment:.

-Team allies with jammer augments could shoot you (or other team mates who are jammed) and that would >>un-jam<< ; especially useful for long jam status times and I thought could be an added feature. 

This would be useful with the excessive jamming these days with some jammer augment turrets. Supply costs for drones

have went up and jammer sure ruins it for everyone. 

Surprised if no one brought this up before, I just thought it would be neat to see.

Thanks for considering...

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Oof, that sounds confusing. And why only Jammer augments? It should extend to all other status effects too. But wait, if that's the case, then does it mean that a teammate freeze will unfreeze you? And a teammate firebird will put out your fire? 

It's an interesting idea, but I'm not sure if it's good to implement.

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On 5/13/2023 at 5:13 PM, Maf said:

Oof, that sounds confusing. And why only Jammer augments? It should extend to all other status effects too. But wait, if that's the case, then does it mean that a teammate freeze will unfreeze you? And a teammate firebird will put out your fire? 

It's an interesting idea, but I'm not sure if it's good to implement.

No because they're the only status effects that have a gradual effect also they have a resistance in garage not just immunity, so they're different.

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Beside what Maf said, freeze can already put out your fire and firebird can unfreeze you, but almost no one does that. It's not a well known mechanic, plus why would you teammate run to you to 'waste' (in his POV) his energy on you without getting battle score? 

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Well what I'm saying is these any hit from these jammer aug turrets, other status effects need rare critical hits.

It would help your battle score by helping team mates to win the game in the end.

Cause the constant jamming is pretty deadly with turrets that fire very often, and I thought why not have un-jam with team

mates who have jammer augments.

 

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On 5/10/2023 at 5:02 PM, cybernite said:

I didn't realize this, fair is fair right? Maybe they got mixed up with Hyper speed (has critical hits enabled) and Hyper space (has critical hits removed).

It would be funny if they made a rail augment that gave more damage in reverse up close lots of damage and long range less.

I sure notice in some games hyperspeed rail campers get crazy KDR; your lucky if you have 50% armadillo even that you barely live..heh

 

They just 1 shot my dictator with no double armor.....

 

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On 5/7/2023 at 9:48 PM, It_Aint_Too_Late said:

If Hyperspeed thunder doesn't do critical damage, so shouldn't hyperspeed railgun. Period. Not much to explain, please consider ?
Suggestion:  Critical HIts Removed for Hyperspeed shells for railgun

Please remove it after i try it for 1 year

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On 5/13/2023 at 7:43 PM, Maf said:

Oof, that sounds confusing. And why only Jammer augments? It should extend to all other status effects too. But wait, if that's the case, then does it mean that a teammate freeze will unfreeze you? And a teammate firebird will put out your fire? 

It's an interesting idea, but I'm not sure if it's good to implement.

.... since freeze can put out burning status effect and fire can put out freezing status effect...... Only firebird and freeze turret can do this
Why not let other turret augments do this mechanics as well!!

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On 5/21/2023 at 12:06 AM, DragonKnight said:

Please remove it after i try it for 1 year

Doesn't feel too good if you're the victim does it? lol. Even prots don't give u a better chance, because of the goddamn crits. Maybe they should change the critical chance to 1%, just like Pre nerf vacuum shells

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Just like how they have added the augment "Pulsar" to most turrets, they should create a new type of augment for most/all turrets. this augment i don't know what it will be called but it will be an exotic augment. This augment has no disadvantages.

Here are the advantages:

Every 1 kill in a battle will decrease the reload time of the turret by 1% for the rest of the duration of the battle.

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Augment ideas for Magnum

1) Hyperspeed shells / Airstrike support

The special aerodynamics of the projectile creates additional friction against the air, building up a concentration of static energy. Thus the amount of damage increases the further the shell flies from the tank. Uses the latest shell technology. Increasing time of flight allows for more thorough mixing of explosive compounds within the shell, which results in a noticeably higher lethality and bigger punch.

Advantages

  • Damage increases with distance travelled by shell (e.g. vertical + horizontal distance)
  • Explosion impact force increases
  • Vertical aiming 

Disadvantages

  • Regular damage: -30%
  • Amplification time: +25%

This augment excels at making long range shots (across map) or engaging in indirect fire (by scaling high structures). Since high-power shots take a few seconds before reaching target, the increase in splash radius should be enough to compensate for the slower reaction time. A camper's dream. This augment is designed for supporting teammates offensive actions. Users of this augment need to be mobile and tactically proficient for medium-long range to extremely long range target engagement..

Requires patient calculation to select suitable target and precisely deliver munitions capable of striking high-value adversaries at a distance.

Works like an actual field artillery unit in battle.

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i think exotic and legendary augments should have different look, they both have yellow line which reperesents that its legendary, so exotic augments should have red line instead. just like phoenix augments, why? because we get these augments on exotic tier not legendary and that makes no sense. if you didn't understand what i mean, i mean this lines on augments image (which represents what rarity the augment is): 

Image        Image

Edited by Noob_001

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"Exotic" augments are only available in that tier when they're first released, but they typically move into Legendary tier in the following weeks/months. To avoid doing repeat work, the artists design these augments with a yellow outline from the beginning, since they will eventually move down to Legendary tier anyway. The same doesn't apply to Phoenix augments, which will always remain Exotic.

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i think they removed some of the legendary augments from containers instead of adding new ones btw its been very long time and i dont see any new augments added in normal containers for legendary tier

Edited by Noob_001

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Could there be a possibility of Shaft receiving an augment that removes its laser? Just like in the older days, its disadvantage would be its scope moves indefinitely. or another disadvantage could be reduced sniper damage. I do not know if this was already discussed or mentioned, so apologies if it already way!

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Overpowered magnum alteration, favors blind, lazy shots because the heating status effect is applied as long as the target is within the radius. An extra few hundred damage, whilst rewarding poor accuracy is backwards. They've made it so that status effect augments for each turret are consistent with each other, in an effort to "simplify" gameplay. What's the excuse for this augment?

 

Changes:

It no longer applies the heating status effect on non-direct hits. 

 

Everything else could remain the same, including its critical mechanic.

 

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Augment ideas for Tesla

(Could be Halloween augments)

 

Tesla "Tarantula" augment

Advantages:

Ball lightning connection range (m): +37% (30m)

Tank-to-tank range (m): +37% (20m)

Chain lightning critical damage (hp): +22% (1000)

 

Disadvantages:

Turret-to-tank range (m): -50% (10m)

Ball lightning speed (m/s): -50% (2.5m/s)

 

(This would mean that your chain lightning range without a ball lightning is very short, but if you connect to a ball it becomes much larger.)

 

 

 

Tesla "Black Widow" augment

Advantages:

The more enemies are caught up in the chain of Tesla the more damage it deals, with each enemy adds a +50% increase to damage (+225 damage / enemy)

Ball lightning damage: +83% (1500)

Ball lightning speed (m/s): +100% (10m/s)

 

Disadvantages:

Chain lightning damage: -25% (450)

Critical damage disabled

Ball lightning reload (s): 12s

 

(This would transfer Tesla into a more dominant, attacker based turret. If you are only fighting against a single tank, be prepared to have a good plan, your chain lightning damage is decreased!! If you are fighting against 2 or more tanks, you have more chance to come out winning, since the damage increases by every tank caught up in the chain lightning. Ball lightning also increased in damage, but the reload takes longer! This damage is not divided if more enemies are in the range, this is exactly the opposite of what Tesla originally is, the more tanks in the chain, the more damage it deals!!!)

(1 tank = 450dmg, 2 tanks = 675dmg, 3 tanks = 900dmg, 4 tanks = 1125dmg, 5 tanks = 1350dmg,  6 tanks = 1575dmg)

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I have a suggestion to make regarding the Thunder augment Nanotech shells. This almost never ever seen in battles as it is mostly overshadowed by Shaft Healing as it is better in every aspect. The auto aim feature for thunder healing is very poor and it is very easy to miss a healing shot to an ally. I would suggest to improve its aiming while healing and also if possible, add splash healing. Since thunder is primarily a splash damage dealing turret and shoots shells, I feel this augment shouldn't divert from the turret's properties. Also, the destroyed tanks are an obstacle while healing teammates whereas Shaft shoots through them. Hence, adding splash heal will make it a worthwhile to use the augment. The information on wiki regarding nanotech shells is very misleading too. "Shells with a high-technology core packed with nanobots. On hit, it heals a teammate. But when you hit an enemy, nanobots play the role of armor-piercing core, albeit a very expensive one." There is no role of armor piercing in game with this augment. I hope you can implement some changes based on the above information. Thank you

 

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