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I actaully diasgree.

The reason being is because Corrosive Mix for Freeze already removed the freezing effect.

Making Toxic Mix also not freeze kinda removes the variety between the Augments (Meaning, the Augments are less unique from one another).

Similar to how the new Railgun Augments (Stun and EMP) are basically OP variants of Large Caliber Rounds

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Just now, Ironmantonystark said:

The augment has way more disadvantages than advantages.

Actually....

You will do 5% more damage to enemies with double armor and/or 50% Freeze Modules equipped.
Against players who don't use supplies or Freeze Modules, you will do 45% less damage.

Basically, in a 1v1 scenario, if the enemy is a veteran or a buyer who's all decked out on Modules and Defender Drones and Supplies, you will have an easier time against them...
But if the enemy is a player who doesn't have a Freeze Module, doesn't use supplies much, or is just plain "noob", you will actually have a harder time against them... 

And your teammates will greatly benefit from the removal of the protection module defenses.


The advantages are huge - it's just doesn't seem like it for the Freeze AP user, but for the rest of the team, it means easy kills. Easy kills = easy wins.


So basically, the augment works like this:

Pros: Easier for your team to dominate battles

Cons: Harder to get actual kills put in your account


I honestly think Freeze AP is my favorite AP Augment cause it keeps the turret in relative power with users who use Default Freeze. Default Freeze is better for defense, while AP Freeze is much better for a supportive mid-fielder; bad alone, but extremely lethal when paired with a teammate using a mid-ranged turret.

Unlike the 2020 and some of the 2021 Augments, Freeze's Toxic Mix maintains the game balance established by the 2016 and 2018 Augments.

 

Edited by Tanker-Arthur

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11 minutes ago, Tanker-Arthur said:

Similar to how the new Railgun Augments (Stun and EMP) are basically OP variants of Large Caliber Rounds

The +20% in shot delay in new Railgun LCR variants is the thin thread for Tanki to not make them a directly stronger than an existing Augment (stock LCR)?

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8 minutes ago, Tanker-Arthur said:

And your teammates will greatly benefit from the removal of the protection module defenses.

To be honest it's not a pleasant thing.. Freeze is really powerful, when you catch an enemy you mostly destroyed him guaranteedly especially with the AP which will give you a guaranteed damage of destroying the enemy before depleting your ammo in whatever situation. But the disgusting thing is your allies will interrupt and will kill the enemy benefiting from the AP, while you're close a seconds to kill the enemy

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Just now, asem.harbi said:

But the disgusting thing is your allies will interrupt and will kill the enemy benefiting from the AP, while you're close a seconds to kill the enemy

Yeah, it's why I think Freeze's Toxic Mix is an alteration, not an augment (upgrade).

If you wanna help your team wipe out enemies (like in Control Points or Siege), than use Toxic Mix.
If you wanna farm kills for yourself (like in Deathmatch or Team Deathmatch), use Default Freeze or Corrosive Mix.
And as a bonus, if you wanna be a better defender (like in Capture the Flag or Rugby), use Shock Freeze.

Overall, each Alt is strong in their own ways. If it doesn't help you achieve your goal, you're probably better off using another alteration.

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55 minutes ago, Tanker-Arthur said:

Yeah, it's why I think Freeze's Toxic Mix is an alteration, not an augment (upgrade).

If you wanna help your team wipe out enemies (like in Control Points or Siege), than use Toxic Mix.
If you wanna farm kills for yourself (like in Deathmatch or Team Deathmatch), use Default Freeze or Corrosive Mix.
And as a bonus, if you wanna be a better defender (like in Capture the Flag or Rugby), use Shock Freeze.

Overall, each Alt is strong in their own ways. If it doesn't help you achieve your goal, you're probably better off using another alteration.

Ever since they nerfed shock freeze i have not played freeze once.

Same as isida when they took the self healing ability away, never used it since.

TO is becoming a farce. To many augments and gimmicks all countering one another, except for the really OP ones which usually dominate battles and are usually equipped by maxed out legends.

All about the $$$. 

Says something when you park up 3 other very good accounts because of the total imbalance in the game, ranging from the worst one as far as i'm concerned, XP boost to the FLYING HACK dominating in all but a small % of battles.

The amount of players i no that only do missions now is all down to the massive imbalance in most of the battles they go into.

And to top it off they increase shop prices which were already far to high. 

TO is in a rut of the devs making and will never, ever improve as far as balance goes.

The rot has firmly set in and turned to concrete, there really is no going back. It would take them to much time to undo the abysmal updates they have introduced, also their precious cash influx would be affected, which would give hazel nightmares for years to come.?=?=☠️ 

 

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3 hours ago, asem.harbi said:

We are in 2021 in Tanki where everyone have at least 50% protection all the time (if not more), how many players you see with no DA?  Now most of the players are playing with DA and many of them with protections modules and Defender and Titan's dome. So logically you have always +5% damage against other players.

But I haven't get why you want to remove freezing effect from AP, I think what you said is also applied to stock ! Oh and IMO I see freezing in high ranks is worse than the burning effect, so you can freeze enemies with no worries about teammates, because freezing is better than igniting.

Well the problem is that the Freeze effect does absolutely nothing. Even when I use Toxic mix with Viking's overdrive, I STILL cannot freeze enemies. It's like throwing cool water and trying to freeze something. The issue is, it does absolutely nothing against enemies, so it's completely useless. 

 

2 hours ago, Tanker-Arthur said:

I actaully diasgree.

The reason being is because Corrosive Mix for Freeze already removed the freezing effect.

Making Toxic Mix also not freeze kinda removes the variety between the Augments (Meaning, the Augments are less unique from one another).

Similar to how the new Railgun Augments (Stun and EMP) are basically OP variants of Large Caliber Rounds

That is true, but the effect is completely useless. You cannot even freeze enemies using Viking's OD. So, why not remove it and replace it with something useful (such as a 5% buff on the current damage, so instead of a 45% damage reduction, a 40% damage reduction with no freezing). It'd still be unique compared to corrosive mix. Right now, it's like throwing cold water on a tank trying to freeze it. If this is done away with, then it'll be beneficial because you don't interfere with your teammates who may be using turrets which ignite your enemies, and you yourself get something actually useful.

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I'll get straight to the point.

 

We need cooler Gauss Alterations. 
Currently, all Gauss has are some boring status effect Augments. Don't get me wrong, these Augments are not weak, they're very overpowered, but like.....
They're so boring. All they really do is tack on some random status effect for Gauss.

Gauss is in dire need of some Alterations that change it's gameplay mechanics, similar to the Alterations that got released in 2016 through 2018, and maybe the new 2021 Smoky Alterations.

So here are some of my Augment Alteration Ideas for Gauss. I hope you'll find some of them interesting....O_O

 

Ballista Rounds

Spoiler

Powered sniping rounds are replaced with extremely powerful tungsten rounds. These shots will not explode, but will intensely compromise one's armor. One would have to keep a steady foot when firing these rounds.

 

Damage in sniping mode increased by 50%

Impact Force for sniping shot increased by 50%

Self damage from sniping shot removed

Recoil from sniping shots increased by 50%

Target acquisition time (time it takes to lock on) increased by 100%

Reload after firing sniping shot increased by 25%

Sniping shots no longer do splash damage

Aiming recovery time (grace period while aiming) reduced by 25% (1.5 seconds)

 

Why you would want to buy this Alteration: It basically allows you to function like an impromptu Shaft. Only instead of a laser and being immobile, you need to spend at least over 3 seconds to lock onto a target. However, be noted that you can't snipe away a group of enemies, Gauss with this alt can only snipe one enemy at a time.

 

Heat-Seeking Rounds

Spoiler

Players who are not experienced sharpshooters will greatly appreciate this alteration. Adds a heat-sensor on the regular rounds that causes them to curve towards the nearest enemy, but at the same time reduces their explosiveness.

 

Arcade shots slightly home into enemies

Shell Angular Velocity (how good the homing ability is): 15 deg/sec (In comparison, Striker's Angular Velocity when firing it's salvo is 50 deg/sec at Mk8)

Splash effect radius of arcade shots reduced by 50%

Vertical auto-aim reduced by 15%

 

Why you would want to buy this Alteration: It basically gives you a slight "horizontal auto-aim" in case you're not that good at aiming at targets in arcade mode, at the cost of being less effective at damaging multiple enemies.

 

Sharpshooter

Spoiler

A modification suited best for joyous gunslingers. The turret has the ability to fire 4 quick shots in rapid succession, but loses the ability to snipe enemies from afar.

 

Allows the player to fire arcade shots rapidly

Reload between shots: 0.4 seconds

Fires up to 4 shots before the ammo is depleted (Meaning each shot depletes 25% of the ammo bar)

Time it takes for a full clip reload: 6.66 seconds

  • Time it takes for one shot to reload when the ammo is empty: 1.66 seconds

Sniping ability removed

Projectile speed decreased by 15%

 

Why you would want to buy this Alteration: If you prefer more close ranged combat and you like surprising enemies with a burst of shots, this alt is for you. Overall, it works similar to Ricochet's Plasma-Torch alteration. You can quickly overwhelm enemies in medium-ranged 1v1 situations, but you will run out of ammo pretty quick and will have a longer reload than normal, preventing you from destroying multitudes of enemies at once.

 

So that's all the ideas I have for now.
If these were ever implemented into the game, It would be nice if they were garage Augments that require crystals to be obtained, instead of being ultra-container only. This is due to the fact that these Augments are similar to the Alterations of 2016-2018, and they don't really provide an overall "upgrade" in battles; just situational ones, and thus are relatively on the same level of strength as Default Gauss.

Also, Gauss doesn't have any crystal Alterations/Augments except Adrenaline, so it really needs some to fit in more with the other turrets.


Edits based on Feedback:

Spoiler

3/24/2021 - A

  • Added Ballista Rounds aiming recovery reduction by 50%. 
  • Heat-Seeking Rounds now has a arcade angular velocity of 15 m/s (originally 5m/s).
  • Added Heat-Seeking Rounds auto-aim reduction by 15%.

3/24/2021 - B

  • Ballista Rounds now increases sniping damage by 50% (originally 100%).
  • Ballista Rounds now increases impact force by 50% (originally 70%).
  • Ballista Rounds now reduces aiming recovery time by 25% (originally 50%).

 

Edited by Tanker-Arthur
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12 hours ago, Tanker-Arthur said:
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Powered sniping rounds are replaced with extremely powerful tungsten rounds. These shots will not explode, but will intensely compromise one's armor. One would have to keep a steady foot when firing these rounds.

 

Damage in sniping mode increased by 100%

Impact Force for sniping shot increased by 70%

Self damage from sniping shot removed

Recoil from sniping shots increased by 50%

Target acquisition time (time it takes to lock on) increased by 100%

Reload after firing sniping shot increased by 25%

Sniping shots no longer do splash damage

 

Why you would want to buy this Alteration: It basically allows you to function like an impromptu Shaft. Only instead of a laser and being immobile, you need to spend at least over 3 seconds to lock onto a target. However, be noted that you can't snipe away a group of enemies, Gauss with this alt can only snipe one enemy at a time.

 

Interesting augment. 100% damage boost is an absurdly large boost. Even if splash-damage is removed, dealing double the damage by an augment should not be possible, for any turret. At maximum, it would deal 4 340 damage which even surpasses Heavy Capacitors for Shaft. 70% additional impact force seems a bit overkill as well; Gauss' projectiles already have a force of 700 which is quite the amount. I would say max. 40% damage boost and for impact 20%. 

 

12 hours ago, Tanker-Arthur said:
  Reveal hidden contents

Players who are not experienced sharpshooters will greatly appreciate this alteration. Adds a heat-sensor on the regular rounds that causes them to curve towards the nearest enemy, but at the same time reduces their explosiveness.

 

Arcade shots slightly home into enemies

Shell Angular Velocity (how good the homing ability is): 5 deg/sec (In comparison, Striker's Angular Velocity when firing it's salvo is 50 deg/sec at Mk8)

Splash effect radius of arcade shots reduced by 50%

 

Why you would want to buy this Alteration: It basically gives you a slight "horizontal auto-aim" in case you're not that good at aiming at targets in arcade mode, at the cost of being less effective at damaging multiple enemies.

 

Again an interesting concept. However I do imagine that sniping target from afar will be even more problematic, even if the angle is only 5 degrees. What you also could propose is to decrease the vertical angle so that the augment mostly supports horizontal aiming. It would become a similar concept to RAT for Vulcan and Railgun, but a bit more advanced. 

13 hours ago, Tanker-Arthur said:
  Reveal hidden contents

A modification suited best for joyous gunslingers. The turret has the ability to fire 4 quick shots in rapid succession, but loses the ability to snipe enemies from afar.

 

Allows the player to fire arcade shots rapidly

Reload between shots: 0.4 seconds

Fires up to 4 shots before the ammo is depleted (Meaning each shot depletes 25% of the ammo bar)

Time it takes for a full clip reload: 6.66 seconds

  • Time it takes for one shot to reload when the ammo is empty: 1.66 seconds

Sniping ability removed

Projectile speed decreased by 15%

 

Why you would want to buy this Alteration: If you prefer more close ranged combat and you like surprising enemies with a burst of shots, this alt is for you. Overall, it works similar to Ricochet's Plasma-Torch alteration. You can quickly overwhelm enemies in medium-ranged 1v1 situations, but you will run out of ammo pretty quick and will have a longer reload than normal, preventing you from destroying multitudes of enemies at once.

 

So this would be a fusion between Hammer and the augment Rapid-Fire Mode if I understand. Will ammo keep reloading or will it act like Hammer and only allow you to fire 4 shots? It will act like an alternative version of Thunder this way, I don't know if this was your intention. 

 

Overall, solid augments. Creative as well! A lot more realistic (not too far-fetched) and varying compared to other augment-suggestions I have seen on the forum

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For me I see the most interesting and the best Augments in the game are the Augments for Striker, which have really diversified the role of the play and aren't just a pure OP. Every single of Striker Augments is interesting and open a way of more playing styles and strategies. "Remote" is a really fun to use and maybe too annoying when you try to hide yourself from its user. "Cyclone" is atmostly is useless and is really hard to land your shots, but if you interested you maybe have fun with it. "Uranium" Honestly I hate it, and it can do an enormous damage.

Your first Augment for Gauss isn't a balanced, nor OP. It's insanely OP. Doubling the damage for Gauss? You serious or kidding? also 3.4s for insta full damage and no-laser isn't that much (as Striker have 1s to reach the hits after 2.7 aiming). And you haven't nerfed the splash-damage radius.. Imagine a punch of enemies under Titan's Dome and you snipe one of them with your Hornet OD with the 8680 dmg with DD, what you try to reach ! the moon ? the sky?

And your last Augment it seems more like Striker without sniping, because Striker can launch the rockets after salvo with a delay 0.25s between the shoots. So it's always do the salvo for Striker !

By the way I agree that Gauss needs more Augments that make you think twice before buying them not just a pure OP buffs. This is what made Tanki players hating Gauss, EMP Gauss have ruined its repu. And even the stock itself is OP. So that what make me really think that the solution for Gauss is to eradicate it completely from the game with no-respect. 

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I think it would be nice to see augments which regenerate HP based on kills, so maybe killing a tank with gs between 9000-9999 regenerates 250 HP for example. Obviously, I don't think it'll be broken because you're not healing for inflicting damage like with Isida, but a health on kill augment for every turret would be interesting IMO.

Also, having an augment so that you can fire without reloading every kill would be nice. Naturally, this cannot work for every turret, so for something like Freeze, once you kill an enemy, you can fire without reloading for 2 seconds, and then after that you get half/full charge and shoot. With Thunder, perhaps you get something like you can fire 1/2 shots without any reload, and the same for magnum. This won't work well for Twins, but for Vulcan, you get to fire for 3 seconds without overheating.

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1 hour ago, BloodPressure said:

Interesting augment. 100% damage boost is an absurdly large boost. Even if splash-damage is removed, dealing double the damage by an augment should not be possible, for any turret. At maximum, it would deal 4 340 damage which even surpasses Heavy Capacitors for Shaft. 70% additional impact force seems a bit overkill as well; Gauss' projectiles already have a force of 700 which is quite the amount. I would say max. 40% damage boost and for impact 20%. 

You have a point....

But the reason why I made the stats as they are now is that it would take a bit longer for Gauss with my Ballista Rounds augment to lock onto an enemy, compared to a Striker.

And unlike Striker, Gauss with B-Rounds would be unable to destroy multiple enemies at once, as the alteration removes Gauss' splash damage when sniping. I also increased the turret's reload after it snipes so that it can't land as many shots as Default Gauss can.

1 hour ago, BloodPressure said:

Again an interesting concept. However I do imagine that sniping target from afar will be even more problematic, even if the angle is only 5 degrees. What you also could propose is to decrease the vertical angle so that the augment mostly supports horizontal aiming. It would become a similar concept to RAT for Vulcan and Railgun, but a bit more advanced.

True.

The reason why this alt barely seems to do anything, was because I originally came up with the concept of this alteration back when alterations could cost as low as 20,000 crystals to obtain lol. As you can see, I was hoping this alt would be one of the 20,000 crystal alts. It was supposed to be a small utility alt that didn't help out much, but I guess I can edit it to have a more prolific effect.

1 hour ago, BloodPressure said:

So this would be a fusion between Hammer and the augment Rapid-Fire Mode if I understand. Will ammo keep reloading or will it act like Hammer and only allow you to fire 4 shots? It will act like an alternative version of Thunder this way, I don't know if this was your intention. 

Ammo will keep reloading, so yeah, it's actually more like Shaft's Rapid-Fire Mode.....
But instead of shooting 3 shots, you get to shoot 4 shots that do splash damage, in exchange for no longer having a Sniping Ability.

2 hours ago, BloodPressure said:

Overall, solid augments. Creative as well! A lot more realistic (not too far-fetched) and varying compared to other augment-suggestions I have seen on the forum

:D

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1 hour ago, asem.harbi said:

Your first Augment for Gauss isn't a balanced, nor OP. It's insanely OP. Doubling the damage for Gauss? You serious or kidding? also 3.4s for insta full damage and no-laser isn't that much (as Striker have 1s to reach the hits after 2.7 aiming). And you haven't nerfed the splash-damage radius..

Actually, I did. If you go back up, and read closely, I put the following words in red:

Sniping shots no longer do splash damage

But anyways, I do believe you and @BloodPressure have a point with the Alt being somewhat OP, especially since it has no laser.

Since it takes longer than Striker to lock on, I think it's damage is alright, especially since the alt removes splash damage from the hit, making it so that you cannot wipe out the whole enemy team in one shot.

But perhaps a suitable nerf for it (at least for now) would be to reduce the aiming recovery time to one second, instead of two?

1 hour ago, asem.harbi said:

And your last Augment it seems more like Striker without sniping, because Striker can launch the rockets after salvo with a delay 0.25s between the shoots. So it's always do the salvo for Striker !

Actually, keep in mind....

Not only is 0.4 seconds somewhat slower than 0.25, Gauss' arcade shots actually do less damage than Striker. Striker (as well as Thunder) can reliably 4-shot medium enemies, while Gauss needs around 4-6 shots with it's arcade shot, depending on how lucky you are.

Also, the reload to charge all four shots back when you consume them all is pretty long. You'll probably only reliably kill 1 or 2 enemies before you have to hide and reload.

 

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24 minutes ago, Tanker-Arthur said:

But the reason why I made the stats as they are now is that it would take a bit longer for Gauss with my Ballista Rounds augment to lock onto an enemy, compared to a Striker.

Time to lock on without a laser is not all that relevant.  It's mostly an ambush.  So 100% damage boost is way OP.

And giving it a large boost to impact on top of that?  It's already 700. Your boost puts it over 1000.  For comparison, Thunder does 330.

 

 

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22 minutes ago, Tanker-Arthur said:

Guys, make sure you read the edits I added towards the bottom of the original post. 

Shaft impact is 650.  Even with "only" a 50% impact boost the augmented Gauss will still be over 1000.  Why does it need this?

Even with "only" a 50% damage boost it can still one-shot a medium hull.  And does this without a laser...

How long does Shaft take to get full damage shot? I never play it.

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8 hours ago, LOLKILLERTOTHEDEATH said:

I think it would be nice to see augments which regenerate HP based on kills

If this was declined multiple times for isida, then why should other turrets have this?

 

8 hours ago, LOLKILLERTOTHEDEATH said:

Also, having an augment so that you can fire without reloading every kill would be nice.

Uh, i don't understand this 100 percently.

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1 hour ago, Tanker-Arthur said:

Actually, I did. If you go back up, and read closely, I put the following words in red:

Sniping shots no longer do splash damage

Quickly reading maybe do many problems sometimes??

1 hour ago, Tanker-Arthur said:

Since it takes longer than Striker to lock on, I think it's damage is alright, especially since the alt removes splash damage from the hit, making it so that you cannot wipe out the whole enemy team in one shot.

Again, Striker have a 1s after the sniping to reach all of the rockets. So it's 2.8 + 1 = 3.8s which is higher than your Augment for Gauss which is 1.7 x 2 = 3.4s.

Oh and also keep in mind, in the balance, the damage should be always lesser than the reload buff. Have you ever seen the Railgun do the same damage of Twins, if you fought a Twins face to face with your Railgun who is the winner? For sure Twins.. Look at LCR, it increasing the damage by 40% but the reload is by 50%. The damage should always be lesser than the reload time.

1 hour ago, Tanker-Arthur said:

Actually, keep in mind....

Not only is 0.4 seconds somewhat slower than 0.25, Gauss' arcade shots actually do less damage than Striker. Striker (as well as Thunder) can reliably 4-shot medium enemies, while Gauss needs around 4-6 shots with it's arcade shot, depending on how lucky you are.

Also, the reload to charge all four shots back when you consume them all is pretty long. You'll probably only reliably kill 1 or 2 enemies before you have to hide and reload.

Opss again quick reading make many problems?? So it's somewhat balanced now

Edited by asem.harbi

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8 hours ago, mjmj5558 said:

If this was declined multiple times for isida, then why should other turrets have this?

 

Uh, i don't understand this 100 percently.

Well for Isida the augment heals you based upon damage. With this one, you only get a fixed amount of HP based on the tanks you destroy. Even then, not like a huge amount.

The second augment is such that if you kill an enemy you get sort of another "free shot"

  

11 hours ago, Cruelty said:

This augment would be incredibly overpowered if player uses booster/crisis drone.

With booster it would most likely mean 1 free shot for Thunder, which isn't that deadly. As for Crysis, i suppose it would be more powerful though.

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6 hours ago, wolverine848 said:

Shaft impact is 650.  Even with "only" a 50% impact boost the augmented Gauss will still be over 1000.  Why does it need this?

Well, logically, Shaft has a lower impact force because it's "shot" doesn't even seem to be a "shot". It just looks like an "oval of energy" or something that appears out of nowhere.

Gauss is supposed to logically have the higher impact force cause it's literally a superheavy projectile that comes flying in your face at lightning speeds.

Keep in mind, I also increased the recoil so it makes it a bit harder for the shooter to retain their aim.

6 hours ago, wolverine848 said:

Even with "only" a 50% damage boost it can still one-shot a medium hull.  And does this without a laser...

Yes, I wanted it to be somewhat balanced with Striker. Both Striker and B-Rounds Gauss can 1-shot enemies, but Striker has splash damage (and it's supposed to lock on faster) and Gauss has a longer lock-on duration and can only hit one enemy at a time, as well as no laser....


If applicable, I can tweak the lock-on times and/or post-sniping reloads for Gauss to be longer and such.

6 hours ago, wolverine848 said:

How long does Shaft take to get full damage shot? I never play it.

I believe it is 4 seconds, with a 3 second reload.....But the big downside is immobility.

B-Rounds Gauss takes 3.4 seconds to lock on.........so I guess I can change it to be closer to 4 seconds?

Keep in Mind, B-Rounds Gauss also takes 3.75 seconds to reload after Sniping. So it basically can only snipe enemies once every 7.15 seconds, when used at max efficiency.

Edited by Tanker-Arthur

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