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Ideas for Augments!


Maf
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On 10/12/2025 at 11:14 PM, What said:

@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

This guy doesn't even know what he's talking about XD

You lost the privilege of being taken seriously the moment you said Isida healing is balanced followed by "but uuhhh my friend used excelsior!!" Then by a "it was a juggernaut mode and we won 10-0”. Sorry to burst your bubble honey but you most certainly got carried while probably sitting at the back killing whatever poor guy was trying to attack. Bro is seriously here telling me Isida is fine while bragging of playing juggernaut with a pet that was using excelsior. ???

I'm done discussing with you, Akame at least brings up valid points and knows how to debate properly.

This being said, you're absolutely right, this topic is not about Isida but as a healer i simply wanted to give in my 2 cents, either way your suggestion doesn't make any sense and i won't change my mind about it. I'll now see myself out.

And i shall use Isida as i please.

Edited by JustBlackWolf
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Isida "Apollo" augment (God of Healing & Protection)

Advantages

Range = 40m

Healing per tick: +100% (200)

Critical healing: +100% (2000)

Energy consumption when healing = 0 units/sec

Healing allies will also heal you at the rate of 200HP per tick (Doesn't work if an ally has full health)

Disadvantages

Damage per tick: -50% (130)

Energy consumption when idle = 500 units/sec

 

Tesla "Blue Jet" augment (Blue jet is a real phenomenon, a concentrated lightning targeting 1 spot)

Advantages

Range = 40m

Damage: +125% (2025)

Critical damage: +160% (3016)

Disadvantages

Reload: +50% (1.5 sec)

Cone angle: -60% (8°)

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

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

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

 

 

Tesla "Lightning Fence" augment

Advantages

Damage: +15% (1035)

Lightning ball lifetime = 20 seconds

Lightning ball damage: +250% (4060)

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

Connecting to a Lightning ball speeds up the reload by 50%

Disadvantages

Lightning ball speed = 0 m/s

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

 

 

Tesla "Infinity Lightning" augment

Advantages

Range: +20% (30m)

Cone angle: +50% (30°)

Radius of adding an enemy tank to the circuit: +50% (30m)

Lightning toggle between enemies infinitely until you or they are dead

Chain lightning toggle speed between enemies = 0.25 s

Disadvantages

Critical damage removed

With each toggle the damage is reduced by 10%

You are not able to hit enemies who are being hit by the toggle lightning

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

Lightning ball removed (You are not able to shoot a Lightning ball)

(Note: This augment is almost useless if there are no enemies grouped up)

 

 

Gauss "Tartaros" augment

Advantages

Damage: +15% (805)

Salvo damage: +20% (2040)

Aiming time: -50% (0.75 sec)

Arcade reload = 1 sec (approx. -23%)

Sniper projectile & explosion force: +50% (10.5 cond. units & 13.5 cond. units)

Disadvantages

Critical damage removed

Arcade splash damage removed

Sniper shot recoil: +50% (6 cond. units)

Turning speed & turning acceleration: -50% (45°/s)

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I thought about a few new augments and re-thinking a current augment. Pulsars and Quasars exist in real life and so do in TO as augments, so I thought of extending this space-like augment line with 2 more. One of them is Megnetar and the second is Hypernova. They should be for all turrets eventually. These augments could be a part of UFO/Cosmonautic days event with RF skins

Quasar: All forms of turret damage increased, short range (for salvo damages you can't decrease the range so increase the reload)

Magnetar: Low damage, faster reload, long range, higher critical chance, slower turret speed

Hypernova: Damage is not distance dependant (increased range for melee turrets), 1% chance for critical but extremely high critical damage, increased recoil (decrease cone angle for melee turrets) high impact force, faster projectile speed (projectile speed and impact force doesn't affect melee range turrets so increase the damage a little bit)

Some logic must be used when making these augments, for example we can't give the same impact force increase for all turrets like hammer and gauss, but also true for all type of stats, damage, reload, critical chance ...etc

I will show an example of these three augments with Tesla and Scorpion (one melee and one long range, no medium because its almost the same as long range) and a re-work of the currently existing Shaft Quasar augment.

 

Shaft "Quasar" augment re-work

Advantages

Min. sniping damage: +190% (2030)

Max. sniping damage: +90% (6270)

Arcade damage: +125% (1575)

Arcade critical damage: +125% (2025)

Disadvantages

Sniping shot reload time: +50% (15 seconds)

Range of max damage: -50% (60m)

Range of min damage: -50% (90m)

All sniping shots will consume the full energy bar and so require a full reload

 

 

Tesla "Quasar" augment

Advantages

Damage: +125% (2025)

Critical damage: +160% (3016)

Ball lightning damage: +160% (3016)

Disadvantages

Range: -40% (15m)

Ball lightning range: -40% (60m)

 

 

Tesla "Magnetar" augment

Advantages

Reload: -50% (0.5 sec)

Range: +100% (50m)

Critical chance = 30%

Disadvantages

Damage: -55% (405)

Turning speed: -50% (90°/s)

Turning acceleration: -50% (90°/s²)

 

 

Tesla "Hypernova" augment

Advantages

Range: +40% (35m)

Damage: +15% (1035)

Critical damage: +250% (4060)

Disadvantages

Critical chance = 1%

Cone angle: -50% (10°)

 

 

Scorpion "Quasar" augment

Advantages

Damage: +130% (2668)

Critical damage: +130% (3220)

Damage per rocket: +130% (920/rocket)

Disadvantages

Range of max damage: -50% (60m)

Range of min damage: -50% (90m)

(Not increasing the reload for Scorpion salvo because the rockets are only viable on short range)

 

 

Scorpion "Magnetar" augment

Advantages

Reload: -50% (1.3 sec)

Aiming time: -50% (0.5 sec)

Salvo reload: -50% (4.5 sec)

Range of max damage: +100% (240m)

Range of min damage: +100% (360m)

Critical chance = 40%

Disadvantages

Damage: -55% (522)

Damage per rocket: -55% (180/rocket)

Turning speed: -50% (45°/s)

Turning acceleration: -50% (45°/s²)

 

 

Scorpion "Hypernova" augment

Advantages

Critical damage: +190% (4060)

Impact force: +100% (14 cond. units)

Shell speed: +100% (1400 m/s)

Weak damage = 100%

Disadvantages

Critical chance = 1%

Recoil: +50% (4.5 cond. units)

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