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Ideas for Augments!


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A Shaft augment where you can move the tank while in sniping mode.

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Posted (edited)

Isida <<Microbots Link>>

 Microbots allowing Isida turret to use new previously unreachable technologies due to their abnormal size. 

UVUVUVUV.png

Advantages: 

50 % dmg dealt to teammate tank's armor will be instead dealt to you as long as link through microbots is on 

Energy consumption when healing (units/sec.) 50   (200 is normal value and full energy bar have 1000 units / 20s in total) 

Range: +100 % (50m) 

Damage per tick (hp): +150 % (650)

User will recover HP at a rate of 250% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. (250 HP each tick)

Enemy/Teammates highlight range (m): +70 % (51m)

Disadvantages

It's not longer possible to heal your teammates 

Interval between ticks +300 % (1s between each tick)

 

Edited by Tekken

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Isida <<Microbots>>

Larger in size and slower than their Nanobots counterpart  but delivers higher amount of damage/ healing each tick and save energy usage.

Mircobots-Final.png

Advantages

Damage per tick (hp) +400 % (1300)

Critical damage (hp) +400 % (1500)

Healing per tick (hp) +400 % (500)

Critical healing (hp) +400 % (5000)

Energy consumption when healing (units/sec.): -50 %  (100)

Disadvantages

Interval between ticks +300 % (1s between each tick)

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Firebird <<Expanded Nozzle>>

Expanded Nozzle provides bigger cone angle than normal firebird versions at the costs of range and faster fuel tanks expenditure. 

Due to faster fuel tanks expenditure it also increases heat and damage dealt. 

tentofianl.png

Advantages:

Cone angle (deg): + 150 % (50) 

Damage per tick (hp): +50% (450)

Upper temperature limit: +1.00 

Disadvantages: 

Range (m): -30 %  (17,5m)

Enemy highlight range (m): -40 % (18m)

Energy consumption (units/second): +50 % (500) (Normal consumption is 333 and Full energy bar has 1000 energy) 

 

 

 

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Posted (edited)

@Tekken manz doing the work the "devs" should do. To make it more realistic to the "devs" workflow you can use AI to generate the art. (insert pepe tux emoji)

Edited by Master120
Yes
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Firebird <<Afterburner>>

Highly concetrated fuel directly injected into exhaust behind turbine creates combustion which dramatically raises exhaust temperature, resulting in extreme damage in fraction of seconds.  It is a high fuel-consumption method. Designed for single-target eliminatoin

afterburner.png

Advantages:

Damage per tick (hp): + 250 % (1050)

Upper temperature limit: +1.00

Heating rate: +0.33 / tick

Disadvantages:

Range (m): -60 % (10m)

Cone angle (deg): -50 % (10)

Energy consumption (units/second): +125 % (750) 

Range of min damage (m) -50 % (10m) 

Enemy highlight range (m) - 66% (10m)

 

 

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Alteration_Magnum_Harpoon.png

 

As a big (AGLM) Magnum enjoyer, I was happy to have gotten the Harpoon augment today because it seemed interesting in its simplicity. 

However, I'm thoroughly disappointed with the performance. 

While it feels pretty fun to shoot a (imo) cooler Exploding Shells Scorpion, the fact that it doesn't have auto fire and a vertical aim assist like all other single shot weapons makes it way harder to use it like a "regular turret" on mobile than and landing direct hits is way harder than with the base version. 

 

Would it be possibly to change it so that it behaves like a regular turret, with each shot flying straight and unaffected by gravity, and exchanging the charge for a longer cooldown? If that'd be too strong I wouldn't mind a damage nerf. 

Alternatively I'd be fine with a new augment that features these changes. 

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Suggestion for changing the thunder «Nanotech» shells

This change itself is very good, however, it has a major problem which is the Splash damage.

I believe she would be more useful if she didn't have splash damage. Because many times you end up killing yourself with your own damage at the moment you're healing an ally. Without the Damage Splash, I believe it would be a more commonly used modification in the game than it is today. 

- Remove Splash Damage

+ 15% more cure

+ 10% damage caused

Edited by primodoneymar

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Heal augment suggestion for every turret: (All of them have no horizontal aim assist (except for isida), no knockback, and can't crit (except for isida), other cons will be mentioned below).
Magnum: nanotech splash: AOE heal from explosion, -75% damage penalty

Tsunami: Healing waves+50% bonus damage from 2nd hits, shots and bonus damage heal allies, -50% damage penalty from direct shots.

Smokey: repair pellets: shots heal, -30% damage penalty.

Scorpion: repair capsules:arcade shots heal, +30% reload time on shots, -20% damage penalty.

Gauss: Salvo mode can target and heal allies, -20% arcade and salvo damage, +10% lock-on time, +10% arcade and salvo reload.

vulcan: rapid repair bullets: +0 ~ +100% damage bonus the longer the target is being shot without missing, targets are healed, -50% damage penalty (on full bonus from pros it would be like default vulcan damage).

Striker: (insert name here):heals from AOE, manual detonation, -30% splash damage, +30% reload time.

ricochet: recovery plasma: shots heal, -20% damage, +20% energy consumption per shot, only 1 bounce.

Hammer: nano pellets: +1 shot per reload, shooting a teammate consumes shots and heals based on how low their health is, -30% damage penalty, +20% reload duration.

Tesla: direct shocks heal, orbs can be collected by teammates to gain a burst of healing, -40% arcade damage, +30% orb reload duration.

Firebird and Freeze: repairing breeze: effected teammates gain "repairing status", duration gained works in a similar way to how you inflict status to an enemy, +40% energy drain OR -30% status per tick.

Isida: full-on repair nanobots*: -60% energy drain, +50% normal and crit healing bonus, can't attack enemy tanks, max crit chance: 1%.

 

 


 

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