Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

 

The augment Missile launcher "Uranium" for Striker underwent some changes in the most recent patch - it is no longer able to get critical strikes (or therefore to benefit from supercharge), and it also gained 3 rockets instead of 2 in its salvo mode.

While I understand why critical strikes were removed from Uranium (the damage it dealt was too high), I think totally removing the crits leaves it at too much of a disadvantage compared to other Striker augments, or even stock Striker, against protection modules and also when using hulls with supercharge. So I propose the following compromise:
 

Missile launcher "Uranium" can now once again deal critical strikes. However, the disadvantage that it has now is that its critical strikes only deal 100% damage (rather than 200% as Striker normally does).

This would mean that at least, some shots from Uranium can ignore Striker protection / take advantage of the superior splash damage on criticals - and that Uranium would once again be somewhat useful with supercharge - rather than supercharge offering no benefit at all for it as is the case currently. However, we would not have the situation that it deals insane damage on criticals as we had before.

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

  • Head Administrator
5 hours ago, DestrotankAI9 said:

The augment Missile launcher "Uranium" for Striker underwent some changes in the most recent patch - it is no longer able to get critical strikes (or therefore to benefit from supercharge), and it also gained 3 rockets instead of 2 in its salvo mode.

I feel like this is a good change, it was way too strong.

5 hours ago, DestrotankAI9 said:

Missile launcher "Uranium" can now once again deal critical strikes. However, the disadvantage that it has now is that its critical strikes only deal 100% damage (rather than 200% as Striker normally does).

But I also like your idea, it seems fair enough.

  • Like 2

Share this post


Link to post
Share on other sites

2 hours ago, Tanker-Arthur said:

This is new to me. 

There were few secret changes, they weren't mentioned in the patch note.

  • Sad 1
  • Saw it 2

Share this post


Link to post
Share on other sites

Find it fascinating how once again an important update is not mentioned anywhere in the announcements and patch-notes. Some weeks out of nowhere we got to hear the Electromagnetic Salvo got reverted to its original state after a certain bug was detected, the latter never being mentioned either - great to see the trend of miscommunication continuing. 
Whether this is due to a lack of proper communication or that developers decided to not share that information does not matter to me, I find it very unprofessional that these changes are not conveyed to the playerbase. Apart from not keeping us up to date, it creates distrust among the players to the game

  • Like 2
  • Agree 4

Share this post


Link to post
Share on other sites

To be fair, Uranium pre adjustment was stupidly fun to use against camping Juggernauts, as each rocket would do 11088 damage with Supercharge and Booster active. For once, I could actually make the TJR abusers suffer.

Then, this change came, and pretty much reverted Uranium to its original state.

"OK, Tide, this might not be as bad as you think, but--"

Stop. It's just as bad, if not worse. Yes, we have lost the massive crit damage, but in return, we get the ability to literally take 99% of a heavy hull's HP away with one salvo, and for multiple targets. Don't forget that it has the feature of reloading the next shot near instantly, so that translates to stratospheric levels of damage.

And if you think Uranium's lethality has been killed for JGR hunting, well guess what? It'll still demolish them just fine, just a teeny tiny bit more than it used to a while back.

So, uh, yeah, this sure is weird.

  • Like 2
  • Saw it 2

Share this post


Link to post
Share on other sites

Why use Cyclone when this thing locks on 25% faster? XD

 

On 5/5/2021 at 12:18 PM, mjmj5558 said:

There were few secret changes, they weren't mentioned in the patch note.

#SecretChangesSuck

  • Haha 1
  • Agree 1

Share this post


Link to post
Share on other sites

As said, new augments about immunity radar to hulls, from hornet overdrive

 

Plus.png

  • Cannot be revealed by hornet overdrive
  • Cannot be revealed by Enemy  Mini-Map  (in right down screen)
  • It cannot be revealed by the "red target" when an enemy tank is aiming at you (useful on large maps)
Edited by pocrettttt
More Details;
  • Like 1
  • Saw it 1

Share this post


Link to post
Share on other sites

18 hours ago, pocrettttt said:

As said, new item for more less-important stuff in Containers about immunity radar to hulls, from hornet overdrive

Fixed it for ya?

Share this post


Link to post
Share on other sites

with the existence of status-effects and their impact on their game, being made visible by Scout Radar is least of my worries

  • Like 1
  • Agree 3

Share this post


Link to post
Share on other sites

3 hours ago, asem.harbi said:

Fixed it for ya?

Think of yourself using the overdrive, and reveal everyone, except who has immunity, and that person suddenly appears in front of you because you had no sight of them and dies.
It must be really useless, right? you don't know the enemy's position :o.

 

  • Haha 1

Share this post


Link to post
Share on other sites

1 minute ago, Akame said:

99.99% of players or more do not use the radar.

Also freeze, but there is the augment. And what about light hull augment?

So what about extra bonus for this augment "Radar Immunity" ?

Plus.png

  • Cannot be revealed by hornet overdrive
  • Cannot be revealed by Enemy  Mini-Map  (in right down screen)
  • It cannot be revealed by the "red target" when an enemy tank is aiming at you (useful on large maps)
  • Haha 1

Share this post


Link to post
Share on other sites

35 minutes ago, pocrettttt said:

So what about extra bonus for this augment "Radar Immunity" ?

What about no?  This is the only effect of the overdrive that can't be contered, plus the OD itself is not OP at all, why nerf it?

  • Haha 1
  • Agree 1

Share this post


Link to post
Share on other sites

fronteira = 0

After shooting an enemy, he will reveal he and take 20% more damage from all your allys(and you)

Could have exception for arcade modes like shaft and gauss online on sniping and arcade shot

fronteira = 0

Increase recharge of turret by 10%//Increase use of energy by 10%

 

  • Like 1

Share this post


Link to post
Share on other sites

EMP rounds

This augment is and was OP, and since it became common because of the last battle pass, it really needs a nerf. Suggested stats:
 

Advantages Plus.png

  • EMP Duration on critical: 5s (currently 10)
  • standard damage: +10% (currently +0)

Disadvantages Minus.png

  • Critical damage: -30%
  • Shot warmup time: +20%
  • max critical chance: -15% (new)
  • emp effect only on critical hits (as i know it works like this now)

Stun rounds

Stun is the most powerful effect in the game, however, this augment has a longer stun duration than ODs. Time to change that. 

Advantages Plus.png

  • Stun Duration on critical: 2s (currently 5)
  • standard damage: +10% (currently +0)

Disadvantages Minus.png

  • Critical Damage: -30%
  • Shot warmup time: +20%
  • max critical chance: -15% (new)

Edit: this stun effect shouldn't drop flags either. This is not a real disadvantage, compared to stock, so i won't write it there.

Edited by mjmj5558
flag dropping ability
  • Like 4
  • Agree 1

Share this post


Link to post
Share on other sites

giphy.gif

The augments are perfectly fine. Before the critical hit update, they were really OP but now they are fine. I don't think they need any nerf. It would only make them rather weak.

  • Haha 7
  • Agree 2

Share this post


Link to post
Share on other sites

13 minutes ago, Ironmantonystark said:

giphy.gif

The augments are perfectly fine. Before the critical hit update, they were really OP but now they are fine. I don't think they need any nerf. It would only make them rather weak.

I'm not sure if you are sarcastic now, however these augments are far from weak. Imagine that a stun and an EMP rail in a group can work like a better  hunter OD.

  • Agree 1

Share this post


Link to post
Share on other sites

5 second stun might as well just be an instagib instead given how rare it is you survive sitting still doing nothing for that long.

Edited by Ethiaa
  • Like 1

Share this post


Link to post
Share on other sites

17 minutes ago, Ironmantonystark said:

The augments are perfectly fine. Before the critical hit update, they were really OP but now they are fine. I don't think they need any nerf. It would only make them rather weak.

Absolutely not. The critical chance for Railgun is absurdly high, the highest in the game. And 10 second EMP or 5 second stun is too overpowered, and nothing will tell me otherwise. With Viking OD supercharged with Dictator, you can expect to be EMP'd inside a dome with 60 seconds of EMP time. Or 30 seconds of stun time. If that's not overpowered, idk what is. 

  • Agree 1

Share this post


Link to post
Share on other sites

3 minutes ago, Tanker-Arthur said:

Only because the devs jacked up the durations so much lol

stun is generally the best effect from all status effects

  • Agree 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...