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Ideas for Augments!


Maf
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I feel the Augments are strong right now. Developers will change up their status effects and times as they continue testing them. We can also let them know in the feedback on YouTube, the Forum, and other places about any specific changes we want to see.

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For your information the augment is known as Electromagnetic Salvo. It apply EMP effect for 5 seconds on enemies only in sniping mode.

Kindly elaborate on which aspects of the Augment you would like to change.

Further information about Augments can be found here.

Further information about Status effects can be found here.

Changed the title to 'Nerf the Electromagnetic Salvo'.

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7 hours ago, Rutgers said:

IMO, IB shouldn't get a buff just because more and more people are acquiring HI from it. If that were the case, the same can be said that Smoky EMP needs a buff because too many people are equipping EMP immunity. Or Freeze needs a buff because more people are acquiring Cold immunity.

That smile at the end indicated a joke, as evidenced by the rest of my post.

And also my thread about how HI/IB is plain wrong.

Edited by Ethiaa

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8 hours ago, Rutgers said:

IMO, IB shouldn't get a buff just because more and more people are acquiring HI from it. If that were the case, the same can be said that Smoky EMP needs a buff because too many people are equipping EMP immunity. Or Freeze needs a buff because more people are acquiring Cold immunity.

 

And in all honesty, the rave of IB + HI seems outdated, for me at least. Sure, it was popular when it first came out last year, and you do still see people playing with it. But its definitely NOT the most op combo. There are ways to get around it. For a f2p, upgrade your shark module and get heat resist. And if you really want to make it hard for them, don't stay in one place. Constantly move around, as its harder for them to aim. I'm not saying that this is a foolproof plan to defeat them every time either. Just take advantage of their weaknesses. Nowadays I don't really equip my HI anymore, I usually keep my AP immunity on ( and EMP immunity when i finally get it) as I see that's more of a threat for me with the increasing number status effects augments making its way into the game.

 

Overall, I was against this combo. The augment description for IB literally states that you must overheat to do burning damage. If you don't overheat, you shouldn't be able to heat up others. Simple as that.

You and so many others are truly missing the point WHY vulcan and all other turrets and hulls, has these augments and immunities.

Unfortunately it seems these addons are here to stay, with undoubtly many, many more to come.

It's why i no longer play any battles on my account, there is no point, i get nowhere in any of them, and to complete even simple missions is a hard task.

Without money and a substantial amount of luck, you really have no chance to exploit the games full potential.

Admin have killed off any enjoyment i once had for this game. 

When i started this account about 4 years ago, i could for the most part, compete on a level footing with all but the strongest players. Sadly due to all these different combinations that are now in the game, it is becoming impossible to even attempt to take most players on in battle, even much lower ranked players than myself.

When a player that is 9 ranks below me outguns me with ease, that is the time to stop playing. 

 

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20 hours ago, Unleash said:

Since heat immunity cant be nerfed, it shoud be incediary band. 

That's true.

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7 hours ago, Damage45854 said:

This thing is just a death sentence.....it's awful....so frustrating. I quit any game where there's a gauss playing with this...I hate it so much

2 good ways to nerf this augment would be:

1) Remove its splash damage. (It already happened once due to a bug with Gauss but the majority of the players enjoyed this bug)

2) Change the way EMP works - Make this augment reduce the time you have for your supplies in half (i.e if you have 20 seconds left until your double armour runs out, you will have 10 seconds). 

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Just now, Spy said:

2 good ways to nerf this augment would be:

1) Remove its splash damage. (It already happened once due to a bug with Gauss but the majority of the players enjoyed this bug)

2) Change the way EMP works - Make this augment reduce the time you have for your supplies in half (i.e if you have 20 seconds left until your double armour runs out, you will have 10 seconds). 

Or, it just instantly removes all your supplies.....

But....it doesn't apply a cooldown. Meaning people affected by EMP will be able to start reactivating their supplies again immediately after getting shot. The downside is that they won't have all 3 supplies active at a time. 

They can spam repair kits, but they won't have a double armor to protect them from being one-shot.

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Immunity is good against only one type of attack. Having Fire Immunity buffs other turrets, like Freeze for example, and the tank is still susceptible to Stun, EMP hits, and AP hits.

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EMP Salvo is currently bugged with a new bug since the "bug fix" as far as I am aware - it deals the same damage per shot as regular Gauss does per shot, but it is only meant to deal 75% of the damage. However since it fires much faster than normal Gauss with -50% reload, AND it now deals the same damage per shot instead of less, this means that its damage its DPS is currently MUCH more than regular Gauss, or even than Adrenaline Gauss - when this is not supposed to be the case - as well as having the EMP effect. It is dealing 33% more damage overall than it did before.

So that's why it is totally out of control OP right now - this bug definitely needs to be fixed. However yes it is OP anyway, I would say that it should only EMP one target and deal regular splash damage otherwise (similar to what AP Gauss does), but at the very least this bug giving it crazzzy dps needs to be fixed (lets see if they fix this bug as fast as they fixed the 'accidental nerf'!).

Edited by DestrotankAI9
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On 4/14/2021 at 9:24 PM, pocrettttt said:

cryo rounds freeze the target, but the effect doesn't even last 3 seconds,

Isn’t freezing a target at long range good enough? 

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3 hours ago, mjmj5558 said:

Siege was finally playable for the two weeks when gauss was bugged. I want that back but now as a feature...

 

1 hour ago, Tanker-Arthur said:

The one bug everyone liked.......

Yes, I definitely agree. To be honest, Gauss was nerfed too hard back then, and now it's too broken. I think we need the splash radius to be there (I'd argue 12 metres, the same as Thunder is fair) but the EMP effect NEEDS to go. It was quite pleasant to finally play and not have to constantly use Hunter with my Gauss protection and EMP immunity just to manually nerf EMP salvo users into oblivion.

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18 minutes ago, Tanker-Arthur said:

I am highly surprised that Gauss EMP bug was fixed extremely fast while the Magnum no-damage bug and the Hammer Adaptive Reload bug have been in the game for months.

Priorities. ?

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I don't think only one hull augment slot is enough anymore, especially after new turret augments with special effects releases.

 

Idea one: There can be two slots:

One of the hull augment slot should be able to used only for immunities (heat, emp, stun, cold etc.)

And the other hull augment slot should be able to used only or for resistancies (heat and cold)

 

Idea two: There can be two slots again:

One of the hull augment slot should be able to used only for special effects (emp, stun, amp etc.)

And the other hull augment slot should be able to used only or for climate effects (heat and cold immunities and resistancies)

 

By having these two slots, players can defend themselves if there are enemies having incendiary band (at least resistant) and electromagnetic salvo in the same match.

 

 

 

Edited by readyplayer2

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1 hour ago, readyplayer2 said:

I don't think only one hull augment slot is enough anymore, especially after new turret augments with special effects releases.

 

Idea one: There can be two slots:

One of the hull augment slot should be able to used only for immunities (heat, emp, stun, cold etc.)

And the other hull augment slot should be able to used only or for resistancies (heat and cold)

 

Idea two: There can be two slots again:

One of the hull augment slot should be able to used only for special effects (emp, stun, amp etc.)

And the other hull augment slot should be able to used only or for climate effects (heat and cold immunities and resistancies)

 

By having these two slots, players can defend themselves if there are enemies having incendiary band (at least resistant) and electromagnetic salvo in the same match.

We need just more buff mechanics via drones, augments and OD's.

And rework for IB, of course)

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striker should add new augment , called guided missile.

salvo launch will after holding for 2 sec, no need locking process, instead you use the lazer pointer to guide where the missile will fly (better with 4 missle in air),

so enemy behind wall, you lazer to the left of wall , after missle fly pass, you turn your lazer to enemy direction, the missle will turn in air and fly into new direction.

the whole process you need to keep holding the spacebar to continue signaling those missle. more fun than remote explosion one.

Edited by wild001
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On 4/16/2021 at 9:02 AM, LOLKILLERTOTHEDEATH said:

 

Yes, I definitely agree. To be honest, Gauss was nerfed too hard back then, and now it's too broken. I think we need the splash radius to be there (I'd argue 12 metres, the same as Thunder is fair) but the EMP effect NEEDS to go. It was quite pleasant to finally play and not have to constantly use Hunter with my Gauss protection and EMP immunity just to manually nerf EMP salvo users into oblivion.

If it's firing an EMP-round to take supplies off a target, why does it need a splash (High-explosive) effect as well?

Players should be forced to choose - remove supplies from a target (EMP salvo) ... OR ... have splash effect (Stock).

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8 minutes ago, Unleash said:

To be honest, i dont know how can gauss emp splash make others lose suplies in first place.

Well they've coded it like some of the AP ones as well - doesn't magnum do that with splash?

But it makes no sense.  High-explosive (Splash) rounds would be completely different from the rounds that cause EMP.  Same for AP.

AP = armor piercing.  AP rounds have a depleted uranium core and thus have little or no explosive at all.  They are a hard, heavy slug that punches a hole through the target.  No explosion.

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