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Scorpion Missile Launcher "SRBM" augment (SRBM = Short-Range Ballistic Missiles)

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (2.25 sec)

Final rocket speed = 100 m/s

Final rocket angular velocity: 300°/s

Pause between the rockets in a salvo = 0.05 sec

Disadvantages

Initial rocket speed = 1 m/s

Rocket acceleration time: +50% (3 sec)

Rockets explode upon reaching their maximum range = 100m

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There aren't too many Scorpion augments to begin with, and the current ones are weak! Despite my effort to make or at least try to give the Development team an idea for new Scorpion augments and the ideas are not taken. I will suggest balancing the current Scorpion augments! First I will try to give a reason why I think it is necessary and 2nd I will introduce my idea.

 

Scorpion "Explosive warheads": The augment makes the turret weaker because the stock average splash radius for the scorpion rockets are 4m, and the augment makes it 3m. We already have an augment that gives the rocket more splash radius and there is no reason to have 2, when the stock turret has a decent splash radius itself, so since there is no augment where the rocket has no splash radius at all but has something else buffed.

Rename the augment to Scorpion Missile Launcher "Spike" augment

Advantages

Aiming time: -90% (0.1 seconds)

Reload after salvo: -90% (0.9 seconds)

Final rocket angular velocity: 20°/s

Disadvantages

Rockets in salvo: -9 (1 total)

Rockets splash damage removed

 

 

Scorpion Missile Launcher "Wolfpack": It has had better days, but I would modify it to be a long range augment so the rockets are not viable at close range but better for long range.

Scorpion Missile Launcher "Wolfpack" augment

Advantages

Final rocket speed = 100 m/s

Final rocket angular velocity = 60°/s

Disadvantages

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Pause between salvo's rockets: +20% (0.108 sec)

 

 

Scorpion Missile Launcher "Swarm": This augment has been nerfed to the ground each and every time it was involved in a patch note. There is no augment for Scorpion for close range yet, and I think this one is deservant for that role.

Scorpion Missile Launcher "Swarm" augment

Advantages

Rockets per salvo: +10 (20 in total)

Aiming time: -50% (0.5 sec)

Pause between salvo's rockets: -50% (0.45 sec)

Initial rocket angular velocity = 300 m/s

Disadvantages

Initial rocket speed = 10 m/s

Rocket acceleration time: +100% (4 sec)

PS.: I don't actually know how to make Scorpion rockets to shoot at close range, but I want them to shoot like Striker, straight forward, and has a good angular velocity at close range.

 

 

Scorpion "Uranium" shells: It is the weakest Legendary augment for Scorpion, and it needs a huge buff! It is only stronger than Explosive shells augments because It can bounce.

 

Scorpion "Uranium" shells augment

Advantages

Reload time: -25% (1.95 sec)

Critical damage: +30% (1820)

Shell minimum ricochet angle: 1°

The first shot after spawning will be a critical

Every third hit is guaranteed to be a critical

Radius of mean area damage in normal mode = 6 meters

Minimum area damage radius in normal mode = 12 meters

Disadvantages

Self damage at close range

 

@Opex-Rah Test them out please! ?

Edited by Isshiki

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Scorpion Missile Launcher "Torpedo" augment

Advantages

Reload after salvo: -60% (3.6 sec)

Rocket damage: +600% (2800)

Final rocket speed = 200 m/s

Rocket force = 21 cond. units

Final rocket angular velocity = 100°/s

Rocket minimum splash radius = 12m

Rocket average splash radius = 8m

Disadvantages

Aiming time: +100% (2 sec)

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Rockets in salvo: -9 (1 total)

 

 

 

Scorpion Missile Launcher "Ballistic Missiles" augment

Advantages

Aiming time: -50% (0.5 sec)

Initial rocket speed = 500 m/s

Final rocket speed = 100 m/s

Initial rocket angular velocity = 300°/s

Final rocket angular velocity = 20°/s

Disadvantages

Rockets in salvo: +20 (30 total)

Pause between rockets in the salvo: +50% (0.135)

Reload after salvo: +50% (13.5 sec)

 

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Scorpion "Executioner" shells augment

Advantages

Damaging the same tank will gradually decrease your reload with every direct hit by 0.5 seconds

The damage reduction can be stacked up for maximum 5 times

Disadvantages

Base reload = 3.3 seconds

Missing a shot or shooting another tank will reset the reload

If the shot misses the enemy the reload will be: 3.3 seconds, if it hits the same enemy over and over the reload will look like this; 1st hit: 2.8 sec, 2nd hit: 2.3 sec, 3rd hit: 1.8 sec, 4th hit: 1.3 sec, 5th hit: 0.8 sec

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Tesla "Heavy Plasma" augment

Advantages

Ball lightning damage: +250% (4060)

Ball lightning speed = 30 m/s

Ball lightning reload: -50% (3 sec)

Disadvantages

Ball lightning range: -50% (50m)

 

 

 

Tesla "Tesla Coil" augment

Advantages

Radius of adding a ball lightning to the circuit = 40m

Connecting to a lightning ball will speed up the reload by 50% (0.5 sec)

Damage: +125% (2025)

Critical damage: +250% (4060)

Disadvantages

Range: -20% (20m)

Critical chance = 1%

Ligtning ball speed = 1m/s

Lightning ball reload: +50% (9 sec)

NOTE: The damage has been boosted by 125% because connecting to the lightning ball will divide the damage by the enemies in the circuit! The range has been reduced to compensate for the high damage if connecting to the enemy directly and increased the ball reload)

 

 

Tesla "High Voltage" augment

Advantages

Reload: -30% (0.7 sec)

Critical damage: +160% (3016)

Radius of adding an enemy tank to the circuit: +100% (40m)

Disadvantages

Damage: -40% (540)

Radius of adding a ball lightning to the circuit = 1m

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Scorpion "Tarantula Hawk" augment [An insect with the 2nd most painful sting in the world, and it sounds cool ? ]

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (2.25 sec)

Rocket damage: +25% (500)

Rocket force = 9 cond. units

Final rocket speed = 50 m/s

Final rocket angular velocity = 60°/s

Disadvantages

Rockets in salvo: -8 (2 total)

Initial rocket speed = 10 m/s

 

 

Scorpion "Bullet Ant" augment [An insect with the 1st most painful sting in the world]

Advantages

Critical damage: +45% (2030)

Initial projectile speed = 1400 m/s

Final projectile speed = 700 m/s

Projectile force = 21 cond. units

Disadvantages

Damage: -12.5% (1015)

Recoil: +75% (5.25 cond. units)

Ricochet effect removed

Edited by Isshiki
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Tesla "Tactical Lightning" augment

Advantages

Reload: -40% (0.6 sec)

Critical damage: +30% (1508)

Lightning ball damage: +160% (3016)

Radius of adding a ball lightning to the circuit: +100% (30m)

Disadvantages

Damage: -40% (540)

Lightning ball speed = 1m/s

Radius of adding an ally tank to the circuit: -50% (15m)

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Tesla "Lightning Bolt" augment

Advantages

Damage: +125% (2025)

Critical damage: +160% (3016)

Range = 40m

Radius of adding a ball lightning to the circuit = 25m

Disadvantages

Reload: +100% (2 sec)

Cone Angle: -60% (8°)

Lightning ball range: -60% (40m)

Radius of adding an enemy tank to the circuit = 1m

Radius of adding an ally tank to the circuit = 1m

 

 

 

Universal hull "Runner" augment

Advantages

Picking up a ball, flag or decapturing a point will activate repair kit, armor boost, damage boost and speed boost supplies

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Universal augment for Hulls that enhance the performance of Overdrives by giving them new features!

 

Wasp

The N-2 bomb can be detonated after placing down the bomb by pressing shift again

 

Hopper

Freezing: 10 sec

Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities)

 

Hornet

Turns regular damage into Chaos damage for 20 seconds, but doesn't apply Supercharge on themselves

 

Viking

Delay before activation: 0 seconds
Gains immunity from all negative status effects for the duration of overdrive

 

Crusader

Maximum area damage radius: 10 meters

Average area damage radius: 20 meters

Average area damage percentage: 75%

Min. area damage percentage: 50%

(If maxed out you will deal 4000 damage from 1-10 meters, 3000 damage in the radius of 11-20 meters, and deal 2000 damage from 21-30 meters)

 

Hunter

Burning: 10 sec

Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities)

 

 

Paladin

Gains 50% protection against Chaos damage

 

Dictator

Shares the following extra supplies in the radius of overdrive: +90% armor boost, +60% damage boost, +30% speed boost for 10 seconds

 

Titan

Enemies near and under dome receive Jamming status effect (40m) and receive AP status effect under the dome (20m), while allies receive AP immunity under the dome

 

Ares

The BFG cannon can be detonated by pressing shift again dealing splash damage

 

Mammoth

Gains impact force immunity

Acceleration and speed increase: +100%

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Tesla "Arachnid" augment

Advantages

Range: +20% (30m)

Critical damage: +75% (2030)

Lightning ball reload = 4 seconds (-33.3%)

Radius of adding a ball lightning to the circuit = 30m (+100%)

Disadvantages

Lightning ball damage: -90% (116)

Radius of adding an ally tank to the circuit = 1m (-96.66%)

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Posted (edited)

After serious nerf of isida healing I think that isida deserves augment which is good at healing not only as side little bonus when attacking, but as a major supporting factor meant mainly for healing. 

 

Isida  <<Solace>> 

Advantages

Healing increased: +100 % 

Critical Healing Chance: + 100 % 

Range increased: +20 % 

Recovers HP at a rate of 25% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects.

Energy consumption when healing decreased from 200 to 0 cond. units/s 

Reload decreased from 14s to 10s 

Disadvantages

Energy consumption when attacking increased from 0 to 200 cond. units/s

Energy consumption when idle increased from 50 to 100 cond. units/s

Regular damage: -50 % 

Critical damage: Disabled

 

Edited by Tekken
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Tesla "Thunderbolt" augment

Advantages

Damage: +12% (1008)

Lightning ball speed: 75 m/s

Lightning ball reload: -50% (3 sec)

Lightning ball warmup time: -100% (0 sec)

Disadvantages

Radius of adding an enemy tank to the circuit = 10m

Lightning ball damage: -12.5% (1015)

(If proceeds to be too strong reduce the splash damage of the lightning ball)

(NOTE: The lightning balls range is the base 100m, not 1000m like Electroturret!!!)

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1-Camper Augments:

-I think based on my experience with all camper augments, nerfing the long range camper augments is pretty unfair compared to mid range augments, as we know for railgun the further you are the less damage you deal so I think nerfing camper augment to 90% for the long range turrets compared to medium range ones is pretty unfair I think it should be left as it was on 80%

2-Healing Augments (Excluding Isida)

-For the augments of healing (thunder + shaft) I think giving 100% heal rate is very bad because it makes one simple player indestructible if he's playing with a camper augment for example so therefore i hope there's a nerf to healing augments rather than nerfing the score, so in simple words nerf healing rate, buff healing score, that way it'll be more fair in my opinion.

I hope these 2 suggestions can be implemented in the near future because as someone who's actively playing these 2 changes must be made.

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On 10/10/2025 at 12:12 PM, What said:

1-Camper Augments:

-I think based on my experience with all camper augments, nerfing the long range camper augments is pretty unfair compared to mid range augments, as we know for railgun the further you are the less damage you deal so I think nerfing camper augment to 90% for the long range turrets compared to medium range ones is pretty unfair I think it should be left as it was on 80%

2-Healing Augments (Excluding Isida)

-For the augments of healing (thunder + shaft) I think giving 100% heal rate is very bad because it makes one simple player indestructible if he's playing with a camper augment for example so therefore i hope there's a nerf to healing augments rather than nerfing the score, so in simple words nerf healing rate, buff healing score, that way it'll be more fair in my opinion.

I hope these 2 suggestions can be implemented in the near future because as someone who's actively playing these 2 changes must be made.

1) Original camper drone only worked on max HP, same with reworked camper drone, imo all camper augs should be as so, but leniency for short range only is 'fine'.

2) Buffing healing score would make the cheesier score farming even better, please provide some figures for more clarification.

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On 10/11/2025 at 4:45 PM, Akame said:

1) Original camper drone only worked on max HP, same with reworked camper drone, imo all camper augs should be as so, but leniency for short range only is 'fine'.

2) Buffing healing score would make the cheesier score farming even better, please provide some figures for more clarification.

1- original camper drone had an armor increase to it which made it eaiser to not lose your entire hp unlike current camper augments which has only the damage part so you could get one tapped as a camper user, tho I agree with what you said too because if my solution doesn't work yours will.

2-if I'm not mistaken having 50% the heal rate would make the healing process slower making the score farming slower, so if for example your thunder heals a maximum of 900 damage per shot (not counting booster or crisis) then that means you'll take x2 the time to heal with current healing damage so instead of instantly saving a light hull from getting killed which makes it broken, you need x2 the effort to keep it alive, same with current camper drones, let's assume your enemy is using camper smoky with a thunder or shaft healing him and let's say you're using thunder too, you'll basically just deal 50% of what the thunder is healing making your attack literally useless.

Do you get my point?

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On 10/11/2025 at 10:14 PM, What said:

1- original camper drone had an armor increase to it which made it eaiser to not lose your entire hp unlike current camper augments which has only the damage part so you could get one tapped as a camper user, tho I agree with what you said too because if my solution doesn't work yours will.

2-if I'm not mistaken having 50% the heal rate would make the healing process slower making the score farming slower, so if for example your thunder heals a maximum of 900 damage per shot (not counting booster or crisis) then that means you'll take x2 the time to heal with current healing damage so instead of instantly saving a light hull from getting killed which makes it broken, you need x2 the effort to keep it alive, same with current camper drones, let's assume your enemy is using camper smoky with a thunder or shaft healing him and let's say you're using thunder too, you'll basically just deal 50% of what the thunder is healing making your attack literally useless.

Do you get my point?

1) Original camper only reduced your supply cooldowns, making it a weaker hyperion, but had the ability to let you mine every 5 seconds if you could maintain the setup. The revamped camper, yes had armor and damage bonuses at max hp, allowing it to survive tougher shots yeah. But as an augment, especially now becoming a turret augment, it becomes a bit tougher to balance since you can pair it with crisis and booster. I personally don't want ranged turrets getting easier access to bigger damage. Also when you could even use hull augments i.e lifeguard, excelsior to increase your 90% margin, becomes a bit more complicated.

2) So by my understanding, you want to allow them to heal users, but at a 50% damage value rather? That's quite a harsh nerf to apply, but I would be all for it. I certainly don't like seeing anything other than isida and mech drone healing players.

Just double checked, shaft healing emitters has a 15% lower damage than stock and 15% arcade reload time. I've heard this is quote 'trash' from players. But it certainly had a menacing time unchecked in the past.

On the other hand, thunder nanotech shells still has no damage reduction or reload penalty. So, I would like to assume there is a nerf coming soon for it? But I'm not holding my breath for it.

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On 10/11/2025 at 10:31 PM, Akame said:

1) Original camper only reduced your supply cooldowns, making it a weaker hyperion, but had the ability to let you mine every 5 seconds if you could maintain the setup. The revamped camper, yes had armor and damage bonuses at max hp, allowing it to survive tougher shots yeah. But as an augment, especially now becoming a turret augment, it becomes a bit tougher to balance since you can pair it with crisis and booster. I personally don't want ranged turrets getting easier access to bigger damage. Also when you could even use hull augments i.e lifeguard, excelsior to increase your 90% margin, becomes a bit more complicated.

2) So by my understanding, you want to allow them to heal users, but at a 50% damage value rather? That's quite a harsh nerf to apply, but I would be all for it. I certainly don't like seeing anything other than isida and mech drone healing players.

Just double checked, shaft healing emitters has a 15% lower damage than stock and 15% arcade reload time. I've heard this is quote 'trash' from players. But it certainly had a menacing time unchecked in the past.

On the other hand, thunder nanotech shells still has no damage reduction or reload penalty. So, I would like to assume there is a nerf coming soon for it? But I'm not holding my breath for it.

It's trash because of score nerf, cuz afaik you get score from % healed , correct? Even with this nerf shaft healing can still fully protect against almost all turrets (damage increase augments not included) so what I'm saying would encourage the healers to rather use the healing for critical moments like someone pulling a flag, or if they're desperate they can slowly keep shooting an ally by restoring his hp with 4-5 shots, now that makes battles overall a little bit balanced so you don't have to worry About a healer, cuz personally when I join a tdm or CTF and I see thunder/shaft heal and at least 1 combo with excelsior then I know who's getting healed and can mostly predict the score, having heals as a secondary plan rather than healing non stop will be a relief, i even got thunder heal out of this event for 1600 rubies and 12h gameplay but I'm ready for it to be nerfed as I'm a player who cares more about the battle results than individual scores 

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You guys are absolutely NUTS, Isida was already MURDERED to discourage its use after introducing camper and excelsior, and you're now here wanting to give a 50% healing penalty on anything that heals JUST because camper was introduced? Go complain about camper instead of wanting to kill a play style that is already half dead. (Lmao you actually want camper to get buffed, you indeed are nuts)

Healers are already crippled and after it got nerfed shaft healing emitters is MUCH less effective. Can't believe this guy made a post suggesting to nerf healing augments when the only players that use them are either pets of big YouTubers/pets in a L group with someone that's farming scores for Phoenix augments or simply isn't good enough to play on their own. Meanwhile Excalibur gets to instakill you even when you have 50% armadillo equipped.

The people who actually enjoy healing are VERY few and out of 3 options, one is legit unusable and the other 2 are better but locked behind a paywall.

If you can't kill someone because they're getting healed then kill the healer, or use something with freezing effect. There's your solution, freeze effect removes both DD from a healer, effectively making them useless and also removes camper bonus damage from a tank, no matter how much health they have. Try to adapt and use what the game gives you instead of suggesting nonsensical changes next time.

Because flash news, healers without DD are completely ineffective, especially Shaft with its huge reload. Thunder is still half decent but heyyyy, it has been useless since its introduction up until a few months ago. Otherwise I'm calling a massive skill issue on your part. Enough with this bs.

Edited by JustBlackWolf
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On 10/12/2025 at 5:32 AM, JustBlackWolf said:

 Isida was already MURDERED to discourage its use after introducing camper and excelsior, and you're now here wanting to give a 50% healing penalty on anything that heals

I don't recall anyone saying isida's healing needs to be nerfed. We simply want the healing to be better and dedicated on isida/mech, than ranged turrets that never should have had healing abilities in the first place because it makes the games more lame to play as these healers often play tag duos now that trios are out.

Thunder is half decent? Have you even played? It literally has no real downside and people still can make enemies lives a struggle. Shaft, a little less so, but it's more controlled.

Healing augments on such turrets, SHOULD NEVER easily outdo enemy DPS. Do you understand that?

Such makes ttk null. If ttk is null, then you just add up more potential causes for imbalance. It's already solid enough that you can heal more with damage boost supplies without needing to worry about trying to hit enemies armors or looking for enemies.

 

You naming other augs here, when this one is specifically about just 2 healing augments in particular, ignoring section 1. Healing augments that never should have seen light of day. I respect the fact that Isida should have improved healing. But no other turret deserves the ability to heal, especially with that sort of range.

On 10/12/2025 at 5:32 AM, JustBlackWolf said:

Can't believe this guy made a post suggesting to nerf healing augments when the only players that use them are either pets of big YouTubers/pets in a L group with someone that's farming scores for Phoenix augments or simply isn't good enough to play on their own. Meanwhile Excalibur gets to instakill you even when you have 50% armadillo equipped.

 

If you can't kill someone because they're getting healed then kill the healer, or use something with freezing effect. There's your solution, freeze effect removes both DD from a healer, effectively making them useless and also removes camper bonus damage from a tank, no matter how much health they have. Try to adapt and use what the game gives you instead of suggesting nonsensical next time.

Otherwise I'm calling a massive skill issue on your part. Enough with this bs.

Quite a contradiction here, skill issue, but also talking about excal and pet players. The game has enough of everything where players suffer.

You say it's easy to fight these hidden healers. Yes, if you have a team that is good enough to do so. 'Enough with this [redacted]'. You seem to be personally attacked by this.

Are you one of such players who plays with these healing augments and hides and suffers apparently? Just find a stronger player to be a 'pet' to. Won't be too problematic.

I continually see thunder nano healing game battle screens from players and most players want such players already. That says a lot when people don't ask for an isida.

It clearly means the former needs a reduction in ability and the latter a buff. It doesn't take much calculation to understand that the ability to heal, with thunders stats and no nerfs and the boosts available in this game, are enough to disrupt games momentum.

Also, if you do want to make a full thread about everything you want to balance, do so. This one, in particular, is about 2 specific things. Bringing them in, unless you want to talk about ttk generation, is not adding anything of value.

 

And 'use a freezing effect'. If your counter is to use a specific item, which ofcourse is also limited to it's turret form, but you can't make the range. Are you telling players they should get ranged cryo augments? This is just as bad as the healing situation then. The issue is, the range being more than good enough letting such players play very freely.

Hell, if they nerfed the range for being able to heal, to something that isida can do. Many would find that a lot more balanced and yes. Then it would make your argument of 'go kill the healer', more feasible for the playerbase.

Edited by Akame
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On 10/12/2025 at 12:12 PM, Akame said:

I don't recall anyone saying isida's healing needs to be nerfed. We simply want the healing to be better and dedicated on isida/mech, than ranged turrets that never should have had healing abilities in the first place because it makes the games more lame to play as these healers often play tag duos now that trios are out.

Thunder is half decent? Have you even played? It literally has no real downside and people still can make enemies lives a struggle. Shaft, a little less so, but it's more controlled.

Healing augments on such turrets, SHOULD NEVER easily outdo enemy DPS. Do you understand that?

Such makes ttk null. If ttk is null, then you just add up more potential causes for imbalance. It's already solid enough that you can heal more with damage boost supplies without needing to worry about trying to hit enemies armors or looking for enemies.

 

You naming other augs here, when this one is specifically about just 2 healing augments in particular, ignoring section 1. Healing augments that never should have seen light of day. I respect the fact that Isida should have improved healing. But no other turret deserves the ability to heal, especially with that sort of range.

Quite a contradiction here, skill issue, but also talking about excal and pet players. The game has enough of everything where players suffer.

You say it's easy to fight these hidden healers. Yes, if you have a team that is good enough to do so. 'Enough with this [redacted]'. You seem to be personally attacked by this.

Are you one of such players who plays with these healing augments and hides and suffers apparently? Just find a stronger player to be a 'pet' to. Won't be too problematic.

I continually see thunder nano healing game battle screens from players and most players want such players already. That says a lot when people don't ask for an isida.

It clearly means the former needs a reduction in ability and the latter a buff. It doesn't take much calculation to understand that the ability to heal, with thunders stats and no nerfs and the boosts available in this game, are enough to disrupt games momentum.

Also, if you do want to make a full thread about everything you want to balance, do so. This one, in particular, is about 2 specific things. Bringing them in, unless you want to talk about ttk generation, is not adding anything of value.

 

And 'use a freezing effect'. If your counter is to use a specific item, which ofcourse is also limited to it's turret form, but you can't make the range. Are you telling players they should get ranged cryo augments? This is just as bad as the healing situation then. The issue is, the range being more than good enough letting such players play very freely.

Hell, if they nerfed the range for being able to heal, to something that isida can do. Many would find that a lot more balanced and yes. Then it would make your argument of 'go kill the healer', more feasible for the playerbase.

When i said "thunder is half decent" i meant it is with DD disabled. No i haven't played it because I don't have it yet. And yes i know it's really good.

And yes nobody was talking about nerfing Isida but we all know it's not going to improve any time soon, and nerfing the remaining viable healing options (i could say this for any turret that had a healing augment, it's not that I'm defending it because it's ranged. I don't care about the range, all i care is that it restores health) would completely murder an already half dead playstile which as you said, is only played by "duo tags"

 

And the only augment so far that "outdoes enemy DPS" seems to be thunder but not in every case, once again, when affected by DD and against specific turrets that don't have crazy dps such as magnum. I find it funny that you talk about ttk being nullified when there's certain augments that grant instakills, literally from 100 to 0 in a single shot without giving any chance to heal whatsoever. Oh but all good then, however, if it's a healer that nullifies enemy damage then it's a problem, right? It's such a shame that I can't kill a guy in 2 hits because he's getting healed! I'm not seeing you complaining about hammer's impact force nullifying the ability to fight back, oh and since we're here, also nullifying any healing augments as well. 

 

You complain that I'm talking about other augments and then take into consideration the fact that "ttk is nullified" by the healers, i could at the same time say that healers are nullified by burst damage, there's literally too many scenarios that can happen in the game that aren't being taken into consideration despite the main point of the topic being thunder/shaft healing which idk why anyone is complaining about shaft in the first place since it was nerfed so much already. You are a p2w player therefore you should know that thunder is not getting nerfed yet because it has to sell after getting its aiming fixed. Once a new healing toy is ready for the market you'll get your thunder healing nerf. This game is not about balance, it's about money, yet here we are, talking about balance regardless. You can't control which turret will get the ability to heal next. With Isida being nerfed to this point, what would you expect? Players will always shift towards what's meta, and as of now, Thunder is the turret that requires the least amount of skill and provides the most amount of results when healing. Doesn't mean it's overpowered.

 

 

I heal anyone and everyone. I don't hide or suffer(? What does that even mean?) and no I'm not personally "attacked" by this. The "[redacted]" I'm talking about is coming up with a nerf due to something completely unrelated to what you'd think is the original problem. "You say it's easy" never said it was easy, don't put words in my mouth. I just gave a solution to what seems to be the "issue" brought up by OP. The difference between "me" and a pet is that pets heal only their master, i heal anyone that is missing health, even when I'm playing with my friend who's a good DPS and i can make plays with thanks to being in a call together. Players that are playing the objective whether they're noobs or complete pros are the priority. Don't confuse being a team player with being an L pet.

I'm not sure why you're telling me I'm talking about "balance" of other things. The only reason i talked about Excalibur is because there's things that are much more of a concern than thunder healing augment right now, if the problem you're talking about was so bad then we'd see at least 3-4 thunders healing per game, per team, and unless you play juggernaut only then yes, people barely use healing augments unless they are being a pet. And reminding that thunder also has a range limit bigger than shaft even if it heals more per shot.

And when i say freezing effect i mean literally anything that freezes, from Freeze itself to ranged freezing augments. If both freezing augments and healing augments are locked behind a paywall, i really don't understand why you'd be against "using a specific item" to "counter a specific item".

"Go kill the healer" is only one of the two solutions i gave. Freezing the DPS that is using camper is enough to cut their damage off completely into stock turret without DD active. You could argue that repair kit exists but against something like a shock freeze you can't do anything against the guy.

Edited by JustBlackWolf

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On 10/12/2025 at 2:12 PM, JustBlackWolf said:

When i said "thunder is half decent" i meant it is with DD disabled. No i haven't played it because I don't have it yet. And yes i know it's really good.

And yes nobody was talking about nerfing Isida but we all know it's not going to improve any time soon, and nerfing the remaining viable healing options (i could say this for any turret that had a healing augment, it's not that I'm defending it because it's ranged. I don't care about the range, all i care is that it restores health) would completely murder an already half dead playstile which as you said, is only played by "duo tags"

 

And the only augment so far that "outdoes enemy DPS" seems to be thunder but not in every case, once again, when affected by DD and against specific turrets that don't have crazy dps such as magnum. I find it funny that you talk about ttk being nullified when there's certain augments that grant instakills, literally from 100 to 0 in a single shot without giving any chance to heal whatsoever. Oh but all good then, however, if it's a healer that nullifies enemy damage then it's a problem, right? It's such a shame that I can't kill a guy in 2 hits because he's getting healed! I'm not seeing you complaining about hammer's impact force nullifying the ability to fight back, oh and since we're here, also nullifying any healing augments as well. 

 

You complain that I'm talking about other augments and then take into consideration the fact that "ttk is nullified" by the healers, i could at the same time say that healers are nullified by burst damage, there's literally too many scenarios that can happen in the game that aren't being taken into consideration despite the main point of the topic being thunder/shaft healing which idk why anyone is complaining about shaft in the first place since it was nerfed so much already. You are a p2w player therefore you should know that thunder is not getting nerfed yet because it has to sell after getting its aiming fixed. Once a new healing toy is ready for the market you'll get your thunder healing nerf. This game is not about balance, it's about money, yet here we are, talking about balance regardless. You can't control which turret will get the ability to heal next. With Isida being nerfed to this point, what would you expect? Players will always shift towards what's meta, and as of now, Thunder is the turret that requires the least amount of skill and provides the most amount of results when healing. Doesn't mean it's overpowered.

 

 

I heal anyone and everyone. I don't hide or suffer(? What does that even mean?) and no I'm not personally "attacked" by this. The "[redacted]" I'm talking about is coming up with a nerf due to something completely unrelated to what you'd think is the original problem. "You say it's easy" never said it was easy, don't put words in my mouth. I just gave a solution to what seems to be the "issue" brought up by OP. The difference between "me" and a pet is that pets heal only their master, i heal anyone that is missing health, even when I'm playing with my friend who's a good DPS and i can make plays with thanks to being in a call together. Players that are playing the objective whether they're noobs or complete pros are the priority. Don't confuse being a team player with being an L pet.

I'm not sure why you're telling me I'm talking about "balance" of other things. The only reason i talked about Excalibur is because there's things that are much more of a concern than thunder healing augment right now, if the problem you're talking about was so bad then we'd see at least 3-4 thunders healing per game, per team, and unless you play juggernaut only then yes, people barely use healing augments unless they are being a pet. And reminding that thunder also has a range limit bigger than shaft even if it heals more per shot.

And when i say freezing effect i mean literally anything that freezes, from Freeze itself to ranged freezing augments. If both freezing augments and healing augments are locked behind a paywall, i really don't understand why you'd be against "using a specific item" to "counter a specific item".

"Go kill the healer" is only one of the two solutions i gave. Freezing the DPS that is using camper is enough to cut their damage off completely into stock turret without DD active. You could argue that repair kit exists but against something like a shock freeze you can't do anything against the guy.

If anything i could see thunder get an overall damage reduction to prevent it from being good in both roles. But that's about it.

Edit: upsie i meant to edit my previous message instead of adding another reply.

Edited by JustBlackWolf

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@JustBlackWolf man if you still can't heal with isida it's your skill issue not the turret itself, isida healing is balanced right now I played a game yesterday with a friend using excelsior Isida to heal me as a jug score ended 10-0 in our favor and yes the healing now is fixed for isida it just depends on how skilled the healer is, right now thunder heal can be used with no skill, just aim towards your teammate especially after they fixed the aim system for healing thunder in the beginning of this year.

I've checked your profile aswell and saw your most played combo is Isida viking, maybe you should focus on using isida to attack rather than keep healing? I've used Isida recently and trust me it's still one of the Best turrets to play with because it has few people with protections so if I'm you i'd not worry about this post as it doesn't concern isida

Edited by What

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On 10/12/2025 at 1:12 PM, JustBlackWolf said:

When i said "thunder is half decent" i meant it is with DD disabled.

You know how this sounds right as counter?

 

On 10/12/2025 at 1:12 PM, JustBlackWolf said:

I find it funny that you talk about ttk being nullified when there's certain augments that grant instakills,

TTK being null and TTK being almost zero, are real differences. 1/0 and 0/1 type reality.

On 10/12/2025 at 1:12 PM, JustBlackWolf said:

Thunder is the turret that requires the least amount of skill and provides the most amount of results when healing. Doesn't mean it's overpowered.

That is one way of saying one thing and saying the other thing. Because it requires less skill for a better result, it immediately makes it overpowered in comparison.

On 10/12/2025 at 1:12 PM, JustBlackWolf said:

 

 

Don't confuse being a team player with being an L pet.

 

I'm not sure why you're telling me I'm talking about "balance" of other things. The only reason i talked about Excalibur is because there's things that are much more of a concern than thunder healing augment right now.

You can do both at the same time, that is how easy it is to be efficient in general with it.

Also, the whole point of this thread was for 2 specific items the user brought u. We all know there are a lot more, now if you care to make a full thread about every single thing in the game. By all means, be our guest.

On 10/12/2025 at 1:12 PM, JustBlackWolf said:

And when i say freezing effect i mean literally anything that freezes, from Freeze itself to ranged freezing augments. If both freezing augments and healing augments are locked behind a paywall, i really don't understand why you'd be against "using a specific item" to "counter a specific item".

"Go kill the healer" is only one of the two solutions i gave. Freezing the DPS that is using camper is enough to cut their damage off completely into stock turret without DD active. You could argue that repair kit exists but against something like a shock freeze you can't do anything against the guy.

The paywall is interesting. Especially moreso with the current day and age.

Thunder nano, is in this current battleship event too. Getting status augments, especially specific ones are a lot more harder for new players too.

Also to add further context to the healing issues of the past abundance of healing emitter shafts. This aug was released in the battle pass twice. Also was bugged and placed into the container pool since recruit far earlier than every other augment would typically unlock so there was a far higher chance of getting this novely. I know because I have seen and also gotten this on new accounts I created for testing.

So yes, this skewed the healing imbalance early on a lot more.

Getting a cryo augment, still is a lot more difficult by the same standards than a healing augment. Now yes, getting shaft healing emitters is difficult because it's age has passed and the bug got fixed.

But thunder nano is still in the cheaper paywall loop. Meanwhile attempting to get a status augment for a combo you have raised, will be far harder. Unless you're willing to pay 4990 tk for the such? Half at sales for sure tho.

On 10/12/2025 at 1:12 PM, JustBlackWolf said:

You are a p2w player

Yes, using a light hull that is subject to many one-shots, makes me a p2l player. I am insanely aware of 1 shot meta. More than you think of 1 shots being issues.

Yes, I use a seemingly 1 shot augment too. Stellerator.

Yes, I last used blaster aug. But it got nerfed for light hulls so it ain't all that, and nowhere what it was ever.

Yes, I use hopper mainly. It's still easy to move around aside getting knocked around by general impact items when playing aggressively with the combo in melee range. 'Flying legal hacks go brrr'

Yes, I use 4 prots only, railgun, gauss, scorpion and armadillo. I'm not bothered to attempt protecting against magnum 1 shots.

Yes, I use crisis too.

On 10/12/2025 at 9:43 PM, JustBlackWolf said:

If anything i could see thunder get an overall damage reduction to prevent it from being good in both roles. But that's about it.

 

Typically how things are in this game, things get nerfed later in the cycle when ownership or usership become fairly high. Timescale unknown because we all know balance takes forever in this game, this thread is not gonna change much in reality just like many other threads.

  • Agree 1

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