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Ideas for Augments!


Maf
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3 hours ago, pocrettttt said:

Although it is not possible to correctly increase / use the drone effect, it will increase all additional stats like boost damage and boost armor

Ok, so in that case we might as well "cut out the middle man" and ignore drones altogether. You're effectively just suggesting that along with their current buffs, Hornet and Dictator should get boosted supplies for a short period of time. I'm not sure about the balance if it, but seems like a decent idea.

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As some turrets have damage as status effect, like smoky, railgun, what about healing buffs?

Isida will have 6 augments as immunity: AP,EMP,STUN,HEAT,COLD,JAMMER

Will work as:

When you heal your ally, he becomes immunity/resistence to that effect that isida is using

 Example: "emissors anti-stun"

Advantages Plus.png

When heal an ally,he becames immunity/resistance to stun, for 3 seconds

Disadvantages Minus.png

Heal reduced by 70%

Damage reduced by 60%

Heal crit removed

Crit damage removed

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4 hours ago, pocrettttt said:

As some turrets have damage as status effect, like smoky, railgun, what about healing buffs?

Isida will have 6 augments as immunity: AP,EMP,STUN,HEAT,COLD,JAMMER

Will work as:

When you heal your ally, he becomes immunity/resistence to that effect that isida is using

 Example: "emissors anti-stun"

Advantages Plus.png

When heal an ally,he becames immunity/resistance to stun, for 3 seconds

Disadvantages Minus.png

Heal reduced by 70%

Damage reduced by 60%

Heal crit removed

Crit damage removed

What's the point of it? You won't be able to kill nor to heal. 

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4 hours ago, mjmj5558 said:

What's the point of it? You won't be able to kill nor to heal. 

Well, if you give immunity to your ally of something , that brake some stagies, and need a big nerf on turret

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8 minutes ago, pocrettttt said:

Well, if you give immunity to your ally of something , that brake some stagies, and need a big nerf on turret

Oh then, i have a solution for that: don't make these augments. It will be useless for you, and OP for your ally.

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1 hour ago, mjmj5558 said:

Oh then, i have a solution for that: don't make these augments. It will be useless for you, and OP for your ally.

Well, sure that heal its very nerfed, so adjust by only 20%, and can be useful for heal, but not so much

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1 hour ago, mjmj5558 said:

Oh then, i have a solution for that: don't make these augments. It will be useless for you, and OP for your ally.

The true question is the fact that 2 isida could  heal both them and that will be broken  if could heal a lot

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11 hours ago, pocrettttt said:

As some turrets have damage as status effect, like smoky, railgun, what about healing buffs?

Isida will have 6 augments as immunity: AP,EMP,STUN,HEAT,COLD,JAMMER

Will work as:

When you heal your ally, he becomes immunity/resistence to that effect that isida is using

 Example: "emissors anti-stun"

Advantages Plus.png

When heal an ally,he becames immunity/resistance to stun, for 3 seconds

Disadvantages Minus.png

Heal reduced by 70%

Damage reduced by 60%

Heal crit removed

Crit damage removed

What's the point of reducing damage by 60% if this is a healing targeted augment?

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1 minute ago, The_one_and_only said:

What's the point of reducing damage by 60% if this is a healing targeted augment?

nanno support robots do the same thing

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4 minutes ago, pocrettttt said:

nanno support robots do the same thing

Yes, I know but there is specific context behind that augment- ie; more nanobots are converted to healing mode

Yours, on the other hand, decreases both, which makes no sense - that just makes it a nerf, rather, I think increasing the healing would make it a healing-based augment.(if that's the direction you are heading into.)

Edited by The_one_and_only

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4 minutes ago, The_one_and_only said:

Yes, I know but there is specific context behind that augment- ie; more nanobots are converted to healing mode

Yours, on the other hand, decreases both, which makes no sense - that just makes it a nerf, rather, I think increasing the healing would make it a healing-based augment.(if that's the direction you are heading into.)

this augments is to give like immunity of an effect for 3 seconds, not exacly for healing a lot

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Augments for shaft and gauss:

Hyperspace rounds - sniper shots can pierce enemy tanks, and hit multiple targets in the same line.

Healing tesla augment

Edited by TESL4
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Hey though the great Railgun Fan I might be I still do not think that it would be a balanced augment. Even if you reduce the damage or increase the reload or both, the impact force would itself be enough to flip Light Hulls.

Spoiler

aGKGjlwL_700w_0.jpg

 

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This will happen if they started making the Augments changing a physical thing in the turret appearance, now the Augments are just a pure edits in turret parameters. Honestly I completely agree with my idea that the Augments should make a physical change in the turret appearance, to make the Augments as a real changing / eveloped  and innovative feature by developers, not just a stupid buffed Augments with Zero work by developers. Look at the current game-breaker EMP Gauss..

Spoiler

Q97rPj9.png

Look how its symbol is just uncreative and impose directly how the developers haven't tired themselves a bit, just a buffed parameters. So I strongly suggest to make a physical change in turret appearance, to make some effort and expense for the developers and making them think twice before introducing meaningless buffed Augments.. And even AP Gauss and AP Magnum are just identical.. Zero practicality.

So by this idea, the Scout Augment will take this place and will have two barrels.

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Might sound cool at first, but what does it actually do? Since you have two turrets, presumably it fires twice as fast. We already have a rapid firing Railgun augment - Scout. It also nerfs the Railgun damage, otherwise it would be too OP. So do we really need a "double Railgun" augment?

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6 hours ago, The_Black_Pearl said:

What do you think about railgun having an augment that acts as two railguns instead of 1?

I am just curious to know if a new augment for the railgun should be twin railguns what do you think?

As @Maf said before, scout reduces the reload time, so it acts like the augment you described. I think it's unnecesarry to make 2 verx similar alterations.

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Some hate them, some like them. However, I feel like these kinds of augments are too effective in their current state, so I think the best way to tone them down a bit is to need their success rates. 

Here is the success rates that I propose for each status effect on the augments:

 

• EMP and stun augments have a 15% success rate.

• Incendiary and cryo augments have a 25% success rate.

• AP and jammer augments have a 35% success rate.

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12 hours ago, mjmj5558 said:

As @Maf said before, scout reduces the reload time, so it acts like the augment you described. I think it's unnecesarry to make 2 verx similar alterations.

well you know with the proper augment every turret is OP and aren't the buyers OP as well something you didn't take into consideration did you? 

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