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Ideas for Augments!


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On 10/16/2023 at 5:06 PM, NikmanGT said:

I think we had a similar Idea in the past as well ?

If i can remember it was like hyperspace rounds but with bouncing: +dmg (+shot speed? + range?) after each bounce

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On 10/17/2023 at 12:03 PM, Romantically said:

Afaik the max number of ricochets is limited by the range unlike Tesla with augment or plasma-troch/Helios

It is a set number. At the moment it is 10 bounces. Adding 100% would mean the augment will be able to bounce the shot 20 times. That change will hardly do anything in practice. There aren't many scenarios where you'd need more than 10 bounces. Main place you'd want something like that is if you're defending long tunnels like in Industrial Zone or in the Siege map. 

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On 10/17/2023 at 8:20 PM, TheCongoSpider said:

It is a set number. At the moment it is 10 bounces. Adding 100% would mean the augment will be able to bounce the shot 20 times. That change will hardly do anything in practice. There aren't many scenarios where you'd need more than 10 bounces. Main place you'd want something like that is if you're defending long tunnels like in Industrial Zone or in the Siege map. 

Interesting, I always thought it's unlimited whenever I was messing around shooting in tunnels and thought it's limited by length of flight, 

But I'm curious, would making the max number of ricochets to 20 have any meaning even in tunnels like that if the range is still 60 metres? Since ricochetting doesn't reset the distance value

Edited by Romantically

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On 10/17/2023 at 4:25 PM, Romantically said:

But I'm curious, would making the max number of ricochets to 20 have any meaning even in tunnels like that if the range is still 60 metres? Since ricochetting doesn't reset the distance value

Ricochet's range was increased from 60m to 90m many months ago. And Voltage's suggestion doubles that reach, which would be 180m. 

Quote

 

  • A shot that bounces at least once deals critical damage
  • Critical damage: +50%
  • Range of minimum damage: +100%  <--------------------
  • Max number of ricochets: +100%
  • Shot reload: +25%
  • Critical chance: -25%

In return, direct hits weakened by decreased critical chance and increased shot reload.

 

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Tornado Augment revamp: (My Opinion) Advantages: Salvo reload time: -66% Maximum rocket speed: +500% (because it's legit tornado) Final Angular Velocity: +35% Aiming recovery time: +20% Disadvantages: Minimum rocket speed: -90% Aiming Time: +50% Initial angular velocity: -x% Arcade reload time: +25% or 50% Turret rotation speed: -15% This was my idea of the augment when it was first released in the Arcade event, but recently after the Scorpion aiming nerf, the augment underperforms in most scenarios.People can evade the rockets easily at long range and in mid ranges, the rockets barely manage to hit the targert and it's tier too is lowered and it would be unfair considering in the Arcade event, all teams got Red Tier Augments but now it turns out that Tornado is Yellow Tier.  I really hope the devs look forward to this idea as:

Would make the players who already have the augment a strategic way to play the augment. Make so that the augment works only in short-mid range as we already have enough augments for Scorpion that work well in both Short and long range, like the spear and swarm. 

Justice for people who got the augment from Arcade event. 

Reduction of Campers.

The augment would stay true to its name, something that starts off slow, but gets devastating as it finishes developing. 

The devs would definitely have the liberty to tinker the values to make the augments balanced, as I don't have a clear idea on how the augment would perform in-game. 

Edited by Zenitsu
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New Augment for Railgun (And probably other turrets too, I just like Railgun the most)

Function of the Augment:
This augment would allow you to quickly swap between the augments that you already own in game. So if I was defending and someone was pulling my flag I might switch to freeze rail for the guaranteed slow and then LC for the damage. If i came across one opponent using rail prot, I might use destabilized rounds on them and then switching to death herald if I knew they were low. I think this could allow for some really cool game play in how you combine the different railgun augments

Disadvantages:
- This augment would be very depending on augments that you already have, so kinda useless for new players
- If you have a ton of augments, it could make it awkward when trying to swap between them, as there might be like 20-30 options
- For balancing reason there would have to be like a 10-20s cooldown between swaps probably, maybe even more. You may need smth else to help balance this out but thats kinda the most ive thought this out so far.

I think this would be a new kind of augment and would be really cool, but I can see why it wouldnt be implemented as especially with status effects it could get really terrible if people could quickly swap between ap, emp, stun, and pulsar basically making any status immunities irrelevant unless you have Phoenix, which is why im only suggesting this for Railgun rn, as the status effect railgun augments already suck so no one really uses them, and I dont see this augment making a massive difference in that. As a side note, i think the main swaps would be between large caliber, death herald, destabilized rounds, and maybe freeze too if it keeps its 100% freeze chance. 

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On 9/21/2023 at 5:00 PM, NikmanGT said:

Time to see people abandoning Nanobots and using pulsar as the main source of healing augment then.

You're saying that like you see one in every battle. Players using those are more rare than legendary Pokemons.

Edited by JustBlackWolf

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On 10/22/2023 at 11:13 PM, Princeps said:

New Augment for Railgun (And probably other turrets too, I just like Railgun the most)

Function of the Augment:
This augment would allow you to quickly swap between the augments that you already own in game. So if I was defending and someone was pulling my flag I might switch to freeze rail for the guaranteed slow and then LC for the damage. If i came across one opponent using rail prot, I might use destabilized rounds on them and then switching to death herald if I knew they were low. I think this could allow for some really cool game play in how you combine the different railgun augments

Disadvantages:
- This augment would be very depending on augments that you already have, so kinda useless for new players
- If you have a ton of augments, it could make it awkward when trying to swap between them, as there might be like 20-30 options
- For balancing reason there would have to be like a 10-20s cooldown between swaps probably, maybe even more. You may need smth else to help balance this out but thats kinda the most ive thought this out so far.

I think this would be a new kind of augment and would be really cool, but I can see why it wouldnt be implemented as especially with status effects it could get really terrible if people could quickly swap between ap, emp, stun, and pulsar basically making any status immunities irrelevant unless you have Phoenix, which is why im only suggesting this for Railgun rn, as the status effect railgun augments already suck so no one really uses them, and I dont see this augment making a massive difference in that. As a side note, i think the main swaps would be between large caliber, death herald, destabilized rounds, and maybe freeze too if it keeps its 100% freeze chance. 

Hmm maybe it will be interesting as a hull augment that do kinda the same thing but bigger. Like you can change your equipment countless times during the battle with 10-15 sec cooldown. But whenever you unequip this augment you no longer can change your gear. Other disadvantage – this augment do not give your hull any special effect. But this is huuuge tactical advantage.

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On 10/23/2023 at 1:05 PM, The_Voltage said:

But whenever you unequip this augment you no longer can change your gear. Other disadvantage – this augment do not give your hull any special effect. But this is huuuge tactical advantage.

Yeah, for a hull augment, something like disabling your overdrive and not allowing equipment changes after you join the battle could be a good way to balance it out. It would still have very large advantages for some players.

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Is the crit chance higher with isida pulsar vs telsa pulsar? I tried it out sort of good, since you can still heal as well; where vampire nanobots has

no healing. I honestly think vulcan pulsar is more an issue lately, please reduce the crit chance; reminds me of twins pulsar back when the crit chance was a bit higher.

 

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On 10/31/2023 at 5:25 PM, cybernite said:

Is the crit chance higher with isida pulsar vs telsa pulsar? 

Isida's critical chance is 5% while Tesla's critical chance is 15%. 

 

On 10/31/2023 at 5:25 PM, cybernite said:

I honestly think vulcan pulsar is more an issue lately, please reduce the crit chance;

It is currently 2% at the moment. Would you want it to be 1%?

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On 9/6/2023 at 9:56 PM, Jaden_Master_XXX said:

 

On 9/21/2023 at 4:15 AM, Damage45854 said:

 

On 10/15/2023 at 4:08 PM, The_Voltage said:

 

On 10/22/2023 at 10:19 PM, Zenitsu said:

 

Topic Merged

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On 11/2/2023 at 11:56 PM, Koldowig said:

Hello, I suggest the feature for (1) to have auto-aim while healing teammates like Shaft healing emitters does (2), it actually requires a lot of skill to heal without auto-aim. Thank you ? https://imgur.com/a/FSptaMz

This is a good idea, I like it. ?

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Vulcan does shoot fast too..... so even with a low %...like with 50 bullets (so in a few secs) should get the pulsar effect, I don't know but I've seen quite

a few Vulcan pulsar in siege/cp.... sort of ruins the match.... 

As for Isida I played with pulsar and sort of like it over vamp nanobots, since you can heal too, comes in handy to help mates out.

 

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Since shaft healing gets to heal for 3k (or 6 with DD) in sniper mode i find it extremely unfair that thunder doesn't get to splash heal teammates 

If the devs think that it'd be too OP (nice joke, as if most stuff wasn't) here's how to make it work.

Make it work like void shells where you have to carefully splash to have a better reward. A direct hit heals a single target for the full damage of the shot, while splashing onto a surface, aoe heals any teammate in the explosion's range, this while keeping the self damage even though i don't see how that would be "too broken"

 

Edited by JustBlackWolf
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I agree, and I would add that self damage from the splash makes no sense. I am not asking for self heal, of course, but at least remove it.

Not to mention the auto aim. Shaft can aim at teammates in arcade shots no problem, but with Thunder is impossible. No wonder nobody uses it.

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A Magnum Augment that does the opposite of Vacuum, Big damage on direct hits but minimum damage on all splash ranges.
Literally one SKILL REQUIRED Augment that non-Magnum players can't complain about.

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On 12/16/2023 at 3:35 AM, Master120 said:

A Magnum Augment that does the opposite of Vacuum, Big damage on direct hits but minimum damage on all splash ranges.
Literally one SKILL REQUIRED Augment that non-Magnum players can't complain about.

thats bascially normal magnum without augment, thats how thunder works, thats how gauss works thats smoky splash augment work etc. Its just normal thing, epicenter = biggest dmg. 

 

 

New augment idea: 

I would like to suggest  augment for Isida  -  Plasma Chain Healing,(or Nano Chain Healing/Nanobots Chain Healing)  it would allows Isida to heal more than one player at the same time but it would have disadvantage that. Chain reaction would allows isida (similarly to tesla) prolong their ability to launch plasma further  because plasma would jump to another tank. 

 

Added: Chain healing for isida

 

- Healing  -50 % 

- Maxmium distance for chain reaction to occur = 15m

-  Maxmium of 3 players could be healed at the same time. 

- Healing strenght is not divided amongs players - Each player will recieve maxmium amount of HP of Owners Isida. For Mk8 = 50 HP (100 with DD after minus 50% decreased healing)

 

 

Healing strenght would not be divided amongs players, so for example Normal isida with DD heal 200 HP per tick, this augment decrease healing per tick by - 50 % So healing only one player would be disadvantage, because maximum heal he would get is 100 per tick. But Healing 2 players would heal each player for 100 HP and same goes with maxium 3 players. 

It is unique augment for isida because it can prolong their low range which is main disadvantage when healing players. When used in right situation you can have more heal per sec than normal isida. 

If more than 3 players are in close range, isida would heal 3 closest one.  

 

Normal attack mode would work just same as normal isida. OR you can made it same like in healing but dmg would be also - 50 % but base dmg  would not be divided among players. Like tesla have. 

 

What do you think guys ? 

 

Also I would like to suggest another augment for isida and its Incediary plasma ( or high tempreature plasma, High Tempreature Nanobots/Incendiary Nanobots) , just like vulcan have incediary ammo, isida would work just same.  After using up all energy isida would go to overheat mode and it would increase tempreature of user ( burning ) but also it would increased tempreature of enemy player.  Such Isida would have - 50 % healing (or 99 % like vampire does) And energy consumed would be faster in order for desired effect to occur sooner.  Also normal dmg would be decreased by 25 %  

- Each tick that is dealing dmg to enemy while your own tank is under the Burning status effect will increase tempreature by  +0.10  

- Energy consumed when attacking +100 %  

- Damage  -25 % 

- Healing  -50 % 

Edited by Tekken8
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On 12/16/2023 at 7:20 AM, Tekken8 said:

thats bascially normal magnum without augment, thats how thunder works, thats how gauss works thats smoky splash augment work etc. Its just normal thing, epicenter = biggest dmg. 

i mean a Magnum augment that makes the splash absolutely useless but makes the Direct Hit really broken.


Magnum Heavy Shells:
Direct hit Impact +100%.
Splash shock wave force +250%.

Reload Time +30%
Amplification Time +20%

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On 12/18/2023 at 3:22 AM, Master120 said:

i mean a Magnum augment that makes the splash absolutely useless but makes the Direct Hit really broken.


Magnum Heavy Shells:
Direct hit Impact +100%.
Splash shock wave force +250%.

Reload Time +30%
Amplification Time +20%

There are augment for other turrets that remove splash but increase impact force, shell velocity or dmg so if it was like splash dmg removed but dmg increased by certain % I would agree for this kind of augment.  I dont now for example -

 

Penetrating Shells

 

Shell Velocity + 25% (speed how fast shell goes) 

Direct Hit dmg + 40 % 

Reload - 20 % 

Recoil - 30 %

Splash dmg - Removed 

Impact force -   -20 %

Turet rotation speed -35 %  

 

 

Edited by Tekken8

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@Tekken8 i suggested one which us opposite to Vacuum core, big direct hit damage but trash splash, the point of the Magnum Heavy shells is to support the team by breaking enemy aim, or throwing them off bridges/objectives because of the impact/splash force. The reload penalty and also the amplification penalty because it's a Heavy Shell.

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Adaptive reload for Shaft

Advantages:
Destroying an enemy with a sniping shot fully regenerates your energy
Destroying an enemy with an arcade shot lets you fire again immediately
Disadvantages:
No critical shots
Max sniping damage: -15% (optional, I'm not good at balancing and can't say for sure if it's needed to keep this not too strong)
Energy recharge rate: -20%
Arcade shots reload: +20%

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