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Ideas for Augments!


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1 hour ago, mjmj5558 said:

Healing is NOT for keeping an ally at 100% health. Damage has to be higher than healing, because if not, a taget will became undestroyable. 

No, Healing can only neutralize an attack, currently it doesn't

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12 hours ago, Antonio_IsidaXT said:

weak argument are MM battle players with supplies, drones and overdrives wanting to talk about game balance!

Above things do add up to the loss of players, however this is not the topic to discuss balance-related issues

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16 hours ago, mjmj5558 said:

Healing is NOT for keeping an ally at 100% health. Damage has to be higher than healing, because if not, a taget will became undestroyable. 

Yes, I agree with you.

But this isn't what Tanki was, I think every player know that when you fight someone is healed by Isida, you should go to kill the Isida behind him before, then you can kill him. And this has changed recently.

Edited by asem.harbi
correct something
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59 minutes ago, asem.harbi said:

Yes, I agree with you.

But this isn't what Tanki was, I think every player now when you fight someone you should to kill the Isida behind him before, then you can kill him. And this has changed recently.

yes, when you fight someone you should to kill the Isida behind him before, but currently you don't have to, Healing is weaker in the game

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4 minutes ago, Antonio_IsidaXT said:

yes, when you fight someone you should to kill the Isida behind him before, but currently you don't have to, Healing is weaker in the game

 

1 hour ago, asem.harbi said:

Yes, I agree with you.

But this isn't what Tanki was, I think every player now when you fight someone you should to kill the Isida behind him before, then you can kill him. And this has changed recently.

Very different in PRO battles. Killing the Isida is essential to destroy the one in front, especially if it’s a Support Nanobots Isida... I thought this was same in MM though.

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17 hours ago, Antonio_IsidaXT said:

weak argument are MM battle players with supplies, drones and overdrives wanting to talk about game balance!

play diep.io ?

Anyway, Isida golden age is gone. Healing was a nice idea but it was easily abused, so solve that first and then we will see.

Edited by Viking4s
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23 hours ago, Antonio_IsidaXT said:

2º battles with Supplies increases the difference by x2

What are you talking about?

If attacker can use supplies so can the defender.  DA cancels out DD.

You also realize Isida with DD heals 2x as fast, right?

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5 hours ago, E_polypterus said:

 

Very different in PRO battles. Killing the Isida is essential to destroy the one in front, especially if it’s a Support Nanobots Isida... I thought this was same in MM though.

No - you kill the back Isida first, else the one behind your target will keep healing it.

Targeting the rear isida forces the group to alter their movement.

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1 hour ago, wolverine848 said:

What are you talking about?

If attacker can use supplies so can the defender.  DA cancels out DD.

You also realize Isida with DD heals 2x as fast, right?

1º Most players activate Double Damage first, they can only activate Double Armor 10 sec after.

2º Hornet's Overdrive - Scout Radar

  • isida  Healing (HP/sec): 800 x2 = 1600
  • Firebird Damage (Incendiary mix) (HP/sec): 1050 x2 = 2100
  • 2100-1600= 500 (HP/sec)
  •  
  • Result
  • 500 (HP/sec) x4 sec = 2000 Light Hulls❌
  • 500 (HP/sec) x6 sec  = 3000 Medium Hulls❌
  • 500 (HP/sec) x8 sec = 4000 Heavy Hulls❌
  •  
  • Conclusion: Useless Healing

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4 hours ago, Antonio_IsidaXT said:

1º Most players activate Double Damage first, they can only activate Double Armor 10 sec after.

2º Hornet's Overdrive - Scout Radar

  • isida  Healing (HP/sec): 800 x2 = 1600
  • Firebird Damage (Incendiary mix) (HP/sec): 1050 x2 = 2100
  • 2100-1600= 500 (HP/sec)
  •  
  • Result
  • 500 (HP/sec) x4 sec = 2000 Light Hulls❌
  • 500 (HP/sec) x6 sec  = 3000 Medium Hulls❌
  • 500 (HP/sec) x8 sec = 4000 Heavy Hulls❌
  •  
  • Conclusion: Useless Healing

Please look, if you want to consider the supplies you should to consider that everyone using it also,

So the Light Hull with Double Armor = 4000 === x8 sec

x12 sec = 6000 Medium Hull

x16 sec = 8000 Heavy Hull

So 8 seconds and 12, 16 are enough, but the difference appear when the one you healed is on low health, so maybe the firebird will kill him into 2 or 3 seconds.

Btw, I said above I agree with you Isida's healing is something weak, but I think you fall on some mistakes in your argument so I should to correct it.

Edited by asem.harbi
Double Damage** "Armor"

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6 hours ago, wolverine848 said:

No - you kill the back Isida first, else the one behind your target will keep healing it.

Targeting the rear isida forces the group to alter their movement.

Yes, that's what I meant.

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5 hours ago, Antonio_IsidaXT said:

Most players activate Double Damage first, they can only activate Double Armor 10 sec after.

You assume.

If the firebird is sitting right there then the Isida would attack the firebird.  Then heal team when firebird dead.  The isida does 1000 PER SECOND (x2 with DD).  Firebird dead quickly as there's like 0 chance it has an isida module.

Biggest issue for Isida is lack of scoring while healing.  TO has made it more beneficial to attack.

 

And don't bring ODs into this. That's not what we are talking about.  Everyone knows hornet OD is broken.

Edited by wolverine848

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I have a smoky augment idea: 

 

There is an indicator when the next shot is a critical, like a signal lighting up or something. But the damage is a bit reduced. People can use their critical hit more strategically, but the payoff is a bit less to balance it.

 

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10 hours ago, wolverine848 said:

You assume.

If the firebird is sitting right there then the Isida would attack the firebird.  Then heal team when firebird dead.  The isida does 1000 PER SECOND (x2 with DD).  Firebird dead quickly as there's like 0 chance it has an isida module.

Biggest issue for Isida is lack of scoring while healing.  TO has made it more beneficial to attack.

 

And don't bring ODs into this. That's not what we are talking about.  Everyone knows hornet OD is broken.

Example:

Firebird (Incendiary mix): (Double Damage, Double Armor) kills a Medium Hulls in: 1.45 sec.

VS

Isida (Support nanobots) (Double Damage) Damage (HP / sec) = 500
+
Isida without augment (Double Damage)
Damage (HP / sec) = 1000
= 1500
kills a Medium Hulls in: 2 sec.

It is not possible to kill the Firebird before it kills everyone

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12 hours ago, asem.harbi said:

Please look, if you want to consider the supplies you should to consider that everyone using it also,

So the Light Hull with Double Armor = 4000 === x8 sec

x12 sec = 6000 Medium Hull

x16 sec = 8000 Heavy Hull

So 8 seconds and 12, 16 are enough, but the difference appear when the one you healed is on low health, so maybe the firebird will kill him into 2 or 3 seconds.

Btw, I said above I agree with you Isida's healing is something weak, but I think you fall on some mistakes in your argument so I should to correct it.

you didn't understand, Double Armor activation time after activating Double Damage is 10 sec. there is also Hornet's Overdrive - Scout Radar ignores all protections

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59 minutes ago, Antonio_IsidaXT said:

Example:

Firebird (Incendiary mix): (Double Damage, Double Armor) kills a Medium Hulls in: 1.45 sec.

VS

Isida (Support nanobots) (Double Damage) Damage (HP / sec) = 500
+
Isida without augment (Double Damage)
Damage (HP / sec) = 1000
= 1500
kills a Medium Hulls in: 2 sec.

It is not possible to kill the Firebird before it kills everyone

Can't tell if your calculations include DA for defenders.  Good chance there's fire resistance module.  Include that too.  IM does 700+50%/sec = 1050 second.  Would take 2+ seconds for it to kill a medium hull that has no fire resistance.

In your example the isida is originally healing someone.  That someone, will 1) damage the firebird before it's in attack range [unless another short-range turret] and 2) damage it along with the Isida.

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3 hours ago, wolverine848 said:

Can't tell if your calculations include DA for defenders.  Good chance there's fire resistance module.  Include that too.  IM does 700+50%/sec = 1050 second.  Would take 2+ seconds for it to kill a medium hull that has no fire resistance.

In your example the isida is originally healing someone.  That someone, will 1) damage the firebird before it's in attack range [unless another short-range turret] and 2) damage it along with the Isida.

Calculation specifications

Attacker: Double Damage + Double Armor

Defender: Double Damage

isida (Support nanobots): Double Damage

Defender cannot use Double Armor for testing or isida cannot use Double Damage. Test is used to evaluate the Healing efficiency in extreme situations

Edited by Antonio_IsidaXT

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@Antonio_IsidaXT

 

Do you realise what healing does in the game? It prolongs a tank's lifespan.

 

In your Incendiary Mix example, where you emphasise that Incendiary Mix deals more damage than the Isida heals, you're not realising that you're significantly prolonging your ally's lifespan against the Firebird. You're imagining the scenario as if the ally is just sitting there and taking the damage without retaliation. The ally would be shooting at the Firebird. Because you're significantly prolonging the ally's lifespan, that Firebird can walk out with NO kills because you kept healing your ally and they wouldn't die, while the Firebird has no healing and will die to the ally that you're healing. 

And for those Adrenaline turrets that you listed, that is impractical because to be able to deal that damage, they have to be at 1 HP. The ally being healed can just one-tap them. 

 

Healing has the ability to deny players kills. It is not useless. It is less potent than what it was on Stock Isida but it is not useless. 

 

31 minutes ago, Antonio_IsidaXT said:

in my calculations I don't include modules, for obvious reasons

And I hope you know that Isida's healing is fixed and does not take into account damage reducers such as double armour or protection modules. So in many cases, especially in the higher ranks, the healing is higher than the damage being dealt to the ally. 

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1 hour ago, Antonio_IsidaXT said:

Calculation specifications

Attacker: Double Damage + Double Armor

Defender: Double Damage

isida (Support nanobots): Double Damage

Defender cannot use Double Armor for testing or isida cannot use Double Damage. Test is used to evaluate the Healing efficiency in extreme situations

Attacker DD + DA but defender no DA. You have a ridiculous example.  It evaluates nothing in a real battle situation.

Your example is a big pile of   ?

 

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54 minutes ago, wolverine848 said:

Attacker DD + DA but defender no DA. You have a ridiculous example.  It evaluates nothing in a real battle situation.

Your example is a big pile of   ?

 

if u don't understand why it has to be these specifications, i regret wasting my time answering you!

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2 hours ago, TheCongoSpider said:

@Antonio_IsidaXT

 

Do you realise what healing does in the game? It prolongs a tank's lifespan.

 

In your Incendiary Mix example, where you emphasise that Incendiary Mix deals more damage than the Isida heals, you're not realising that you're significantly prolonging your ally's lifespan against the Firebird. You're imagining the scenario as if the ally is just sitting there and taking the damage without retaliation. The ally would be shooting at the Firebird. Because you're significantly prolonging the ally's lifespan, that Firebird can walk out with NO kills because you kept healing your ally and they wouldn't die, while the Firebird has no healing and will die to the ally that you're healing. 

 

Prolongs life is not enough for the current game with damage with absurd values. an ally healed by an isida becomes the target of more than one opponent in a real situation

Even if isida has a 50% module it will die (Medium Hulls) in 5.5 sec (Firebird Incendiary mix), by that time it will have healed 4400 HP
while Firebird damage: 5775 HP
4400-5775 = -1375 HP
 Firebird will have more 4.5 sec firing + 4725 = - 6100 HP even with an isida healing for the maximum time of their life. To cure an ally with a module, isida does not need an augmentation, so we cannot count on modules in tests.

Edited by Antonio_IsidaXT

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2 hours ago, TheCongoSpider said:

@Antonio_IsidaXT

And for those Adrenaline turrets that you listed, that is impractical because to be able to deal that damage, they have to be at 1 HP. The ally being healed can just one-tap them. 

 

 

pay attention to the specifications

  • Isida (Adrenaline)
  •  
  •                          damage (HP/sec):             lifetime with mudulo 50% (sec)
  •                                                                               VS isida Isida without augment            
  •      75% life = 1097.5                                   4
  •        50% life = 1195                                    3
  •       25% life = 1292.5                                  1
  •  
  •                                                                                             kills Medium Hulls (sec)
  •                                                                                                     1097,5 = 2.8
  •                                                                                                      1195 = 2.5
  •                                                                                                     1292.5 = 2.3
  •                                                                                            2.8, 2.5, 2.3 are a snap
Edited by Antonio_IsidaXT

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