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Ideas for Augments!


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I think it's a really overpowered having a 100% speed boost and 100% speed increase,  it is insane but of course with a compensation of 20% slower fire rate.

This has to be nerfed. The range is fine but the speed should be reduced from 100% to 75% . With a 50% decrease in impact force after every 3m of shot travelled halfway to its current range. Well I could have said to make the ammo finite but you know can't happen.

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Gauss augment that I can't come up with a good name for:

Error 404

+ Arcade shots deal greater damage

   Faster reloading speed for alternate firing mode

– Slower reloading speed for arcade shots

   Alternate firing mode deals less damage

 

So basically, Gauss firing modes swaps places without affecting the splash damage radius for each mode. (I hope I explained it clearly :P)

 

 

 

Edited by Blutchidoo
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Like seriously, if you are so annoyed by this turret, buy and upgtade its protection module to at least 40%. Twins is not in the list of the OP turrets, and i did see a few plaers here saying that it's underpowered and needs a buff. I don't think that it's true, but nerfing twins or any of its augments won't make it a good choice for a turret anymore.

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The damage which mines deal from mortar is actually high. I mean when I was playing with my captain  account the damage dealt is actually the same as a normal mine. The damage Dealt by  mine should be dependent according to the weapons upgrade rank. It was actually funny to see people die one after the other. 

Another thing which can be done is that to make landmines placed by magnum more visible compared to other mines.

Or maybe let magnum place mines at critical hit with a 33% critical chance with the same reduction in damage as now(Just like hammer's dragon's breath)??

Edited by SS-class-Hunter
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49 minutes ago, SS-class-Hunter said:

Or maybe let magnum place mines at critical hit with a 33% critical chance with the same reduction in damage as now(Just like hammer's dragon's breath)??

Oh that'd be interesting.

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13 hours ago, SS-class-Hunter said:

Or maybe let magnum place mines at critical hit with a 33% critical chance with the same reduction in damage as now(Just like hammer's dragon's breath)??

I like the first two ideas.

For the third idea, if we made that change, then won't Magnum's Mines critical way more and defeat players, just as easily as now?

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9 hours ago, thunderhunter123 said:

I like the first two ideas.

For the third idea, if we made that change, then won't Magnum's Mines critical way more and defeat players, just as easily as now?

I have said maybe, since I was thinking the same thing.

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When you are going to add more slots for Augments?

The latest updates consist so many new Augments and Status Effects and still Augments slots is only 1 !

Players can't play when they got STUNED, EMP (DRUGS OFF) , FREEZE (SLOW) , BURN, ARMOR PIERCING etc at the same time !

While ago you added 4th slots for Protections but forgot about the augments that control the Meta !

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Ah yes, Autocannon. An augment that can kill you in the same number of shots with or without Smoky protection; the main reason why Smoky protection isn't potent at higher ranks; with parameters that scale comfortably across modifications. It's not hard to imagine why they nerfed Stock Smoky's maximum critical chance when it wasn't a problem at all. 

 

Here, I propose a nerf to Autocannon, in the form of reducing its average critical hit rate, by making changes to these parameters:

 

Initial critical chance = 0%

Maximum critical chance = 100%

Critical chance step: -50% 

 

At the higher modifications, the first critical hit may come slightly earlier, but subsequent critical hits will become farther apart. It will resemble pre-rework Smoky. It's not the first time they've done something like this to augments. Recent examples have been Rapid-Fire Mode for Shaft, Harpoon for Magnum and Duplet for Hammer. 

 

 

Now I expect to meet disagreement with this suggestion. "But this is the only thing keeping Smoky afloat for F2Ps after losing what made it unique and having its lower modifications subsequently nerfed." Hopefully with this nerf to Autocannon, it can be a reason to buff Stock Smoky's critical hit rate at lower modifications, since two of the critical hit parameters for Autocannon will be fixed. This is assuming, of course, that Autocannon is a problem that needs to be dealt with in the first place. 

 

Edited by TheCongoSpider
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Name of the augment- Stealth Missiles 

What does it do?

Benefits:

*No laser 

*Relatively fast lock on like gauss

Cons: 

Slower projectile speed  

-1 rocket total of 3 rockets 

Minus 25-30% crit damage 

Minus 15% damage per rocket this is referring to arcade shots as well 

Slightly slower reload than stock reload

Edited by Ironmantonystark
Removed the long gap.
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5 hours ago, TheCongoSpider said:

Ah yes, Autocannon. An augment that can kill you in the same number of shots with or without Smoky protection; the main reason why Smoky protection isn't potent at higher ranks; with parameters that scale comfortably across modifications. It's not hard to imagine why they nerfed Stock Smoky's maximum critical chance when it wasn't a problem at all. 

 

Here, I propose a nerf to Autocannon, in the form of reducing its average critical hit rate, by making changes to these parameters:

 

Initial critical chance = 0%

Maximum critical chance = 100%

Critical chance step: -50% 

 

At the higher modifications, the first critical hit may come slightly earlier, but subsequent critical hits will become farther apart. It will resemble pre-rework Smoky. It's not the first time they've done something like this to augments. Recent examples have been Rapid-Fire Mode for Shaft, Harpoon for Magnum and Duplet for Hammer. 

 

 

Now I expect to meet disagreement with this suggestion. "But this is the only thing keeping Smoky afloat for F2Ps after losing what made it unique and having its lower modifications be nerfed subsequently nerfed." Hopefully with this nerf to Autocannon, it can be a reason to buff Stock Smoky's critical hit rate at lower modifications, since two of the critical hit parameters for Autocannon will be fixed. This is assuming, of course, that Autocannon is a problem that needs to be dealt with in the first place. 

 

Actually this idea is viable. Everytime I go against this augment even when I have dolphin on, it is practically useless.  

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12 hours ago, MysticBlood said:

Actually this idea is viable. Everytime I go against this augment even when I have dolphin on, it is practically useless.  

Only if crit hit doesn't overpower modules....

Edited by FrozenRailgun

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I would agree with you, and I hate to be "that guy" but unfortunately I have to say exactly what you tried to pre-empt and say that Autocannon is one of the few things keeping F2P tankers afloat :P .

IF we were dealing with a games company that actually cared about balance, listened to player feedback and didn't want to profit of heavy pay-to-win (for example: Blizzard, who are always carefully monitoring community feedback on everything, and balancing their games regularly), then I might support a nerf to Autocannon and similar augments. But unfortunately, we are not - we are dealing with Alternativa. Working within the system that they operate, I would not support any nerfs to any Garage augments, no matter if they were OP or not, as we have even more overpowered things which are readily available only to buyers, such as: EMP Gauss, Stunning Missiles Striker, Vampire Isida and Blunderbuss - with more such Ultra Container augments soon to come, no doubt, along with probably a 2nd hull augment slot eventually, to add to the fourth module slot F2P tankers are already denied.

Looking to the future, it would surely be unwise to ask for any nerf to Garage augments, it is too hopeful to suggest the devs might care enough to counteract a nerf to Autocannon with a buff to stock Smoky - highly unlikely. They haven't proven themselves worthy of such faith - all you will get will be a nerf to Autocannon, and free-to-play tankers in a worse position.

And actually - to be honest I don't think Autocannon is overpowered, because Armadillo is a strong counter to it. Dolphin isn't, that's for sure, but buyers right now - and over time even quite a few free players - will have access to Armadillo, which strongly counters Autocannon and all such critical dependant augments and turrets. Facing Armadillo Autocannon is strongly nerfed - and I think we have to take all modules into account - not just the ones available in the Garage.

So for those reasons, I definitely wouldn't support a nerf to Autocannon. If it was nerfed, it would be even worse against Armadillo users which will become a lot more common in time.

Edited by DestrotankAI9

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7 hours ago, mjmj5558 said:

I think striker should have a laser in any case. Unlike gauss, you couldn't know if the enemy using this is locking on or not.

Well in this case its called "stealth" missiles. Plus the parameters I gave should be fair to compensate for the no laser.

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7 hours ago, mjmj5558 said:

I think striker should have a laser in any case. Unlike gauss, you couldn't know if the enemy using this is locking on or not.

Actually that wouldn't be true at all. Unless you were pre occupied by something else or the striker user was at the side or behind you, if you notice that the striker was willingly staying exposed, that would mean its trying to lock on.

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The thing is though, Autocannon is already balanced against the Armadillo module - this greatly reduces the damage from it. The problem is that after the critical damage update, a lot of the functionality that used to be in the Dolphin and Griffin modules for example - has been moved to the Armadillo module. The solution, is that Armadillo should be given out to all players in the Garage (but of course, that is unlikely to happen...). Something as fundamental as critical damage protection should NEVER have been a buyer exclusive item, with a small chance for free players to get it - it should be available to all players.

A nerf to Autocannon, and other critical dependant augments will leave it too weak against Armadillo users, which will become more common in time. We must consider all modules, and all equipment when thinking of balance - not just garage equipment only. Dolphin is not the only module in the game available to protect against Smoky, if we nerf all critical dependant augments and turrets too much, certain players in possession of a certain module will be laughing, as you are now even weaker against them - compared to the disadvantage we already have now.

Edited by DestrotankAI9
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1 hour ago, DestrotankAI9 said:

The thing is though, Autocannon is already balanced against the Armadillo module - this greatly reduces the damage from it. The problem is that after the critical damage update, a lot of the functionality that used to be in the Dolphin and Griffin modules for example - has been moved to the Armadillo module. The solution, is that Armadillo should be given out to all players in the Garage (but of course, that is unlikely to happen...). Something as fundamental as critical damage protection should NEVER have been a buyer exclusive item, with a small chance for free players to get it - it should be available to all players.

A nerf to Autocannon, and other critical dependant augments will leave it too weak against Armadillo users, which will become more common in time. We must consider all modules, and all equipment when thinking of balance - not just garage equipment only. Dolphin is not the only module in the game available to protect against Smoky, if we nerf all critical dependant augments and turrets too much, certain players in possession of a certain module will be laughing, as you are now even weaker against them - compared to the disadvantage we already have now.

You said it yourself, the chances of them putting Armadillo in the garage is "unlikely to happen" (It's never going to happen, it's like crisis. It will never go into the garage). 

You say "we must consider all modules, and all equipment when thinking of balance" yet you completely ignore the other Smoky augments, which are all virtually useless compared to Autocannon, which unquestionably dominates all other Smoky augments, with maybe the exception of EMP. Also, you are not considering the players who do not have Armadillo - the majority of players, who consider Autocannon to be unquestionably broken. 
 

In a similar vein, you do not consider the viability of the Dolphin module; it is completely useless against the majority of endgame Smokies. You cannot cherrypick evidence for balance.

Edited by Abellia

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22 minutes ago, Abellia said:

You said it yourself, the chances of them putting Armadillo in the garage is "unlikely to happen" (It's never going to happen, it's like crisis. It will never go into the garage). 

You say "we must consider all modules, and all equipment when thinking of balance" yet you completely ignore the other Smoky augments, which are all virtually useless compared to Autocannon, which unquestionably dominates all other Smoky augments, with maybe the exception of EMP. Also, you are not considering the players who do not have Armadillo - the majority of players, who consider Autocannon to be unquestionably broken. 
 

In a similar vein, you do not consider the viability of the Dolphin module; it is completely useless against the majority of endgame Smokies. You cannot cherrypick evidence for balance.

It is certainly true that many players do not have Armadillo, but those players who do not have it are the weaker players - the non-buyers, who are already at a disadvantage compared to the players who are likely to have it. If we nerf the strong garage augments, those players will be the main ones who are hurt - the buyers with Armadillo can not only protect against critical damage already but also have easier access to the more powerful Ultra Container augments that we have now - and further ones to come, in additional to fourth modules and other potential advantages they will be given in the future, such as perhaps a 2nd hull augment slot (lets hope that never happens).

The main players you have to worry about facing are the strongest players - the buyers, and against those players Autocannon is already not particularly effective, because against Armadillo it is balanced. As time goes on, more players will gain access to Armadillo as they get lucky from Ultra Containers, and just like it was with Firebird when Heat Immunity was released, which at first not many players have access too. At first Firebird was fine, and now we have reached a stage where it is very ineffective aside from with one augment (though admittedly Armadillo will never be as common as Heat Immunity - but it will be among buyers). The number of players able to protect against critical damage - and therefore render critical dependent augments and turrets much less effective - will grow, and we have to consider the future and not just the present.

We need to consider all equipment when thinking about balance changes, but the most important consideration is to think about the balance between buyers and free players - because buyers already hold the advantage. Other free players are not something I worry about, whether they are using autocannon or not, the players that cause the trouble are the 9999s with 4 modules, Armadillo and whatever the latest OP Ultra Container augment is. Therefore considering the fact that a counter already exists for buyers (Armadillo) I consider Autocannon balanced when facing the top-end buying players, and further changes would make it too weak against them, especially in time as more players acquire Armadillo.

The true solution to the issue with critical damage - and augments and turrets which rely heavily on that - is to make critical damage protection available to ALL players, simply nerfing the augments which depend more on critical damage will cause other issues, all these issues came about from the critical damage update in the first place.

Edited by DestrotankAI9
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3 minutes ago, DestrotankAI9 said:

It is certainly true that many players do not have Armadillo, but those players who do not have it are the weaker players - the non-buyers, who are already at a disadvantage compared to the players who are likely to have it. If we nerf the strong garage augments, those players will be the main ones who are hurt - the buyers with Armadillo can not only protect against critical damage already but also have easier access to the more powerful Ultra Container augments that we have now - and further ones to come, in additional to fourth modules and other potential advantages they will be given in the future, such as perhaps a 2nd hull augment slot (lets hope that never happens).

The main players you have to worry about facing are the strongest players - the buyers, and against those players Autocannon is already not particularly effective, because against Armadillo it is balanced. As time goes on, more players will gain access to Armadillo as they get lucky from Ultra Containers, and just like it was with Firebird when Heat Immunity was released, which at first not many players have access too, the number of players able to protect against critical damage - and therefore render critical dependent augments and turrets much less effective - will grow.

We need to consider all equipment when thinking about balance changes, but the most important consideration is to think about the balance between buyers and free players - because buyers already hold the advantage. Other free players are not something I worry about, whether they are using autocannon or not, the players that cause the trouble are the 9999s with 4 modules, Armadillo and whatever the latest OP Ultra Container augment is. Therefore considering the fact that a counter already exists for buyers (Armadillo) I consider Autocannon balanced when facing the top-end buying players, and further changes would make it too weak against them, especially in time as more players acquire Armadillo.

The true solution to the issue with critical damage - and augments and turrets which rely heavily on that - is to make critical damage protection available to ALL players, simply nerfing the augments which depend more on critical damage will cause other issues, all these issues came about from the critical damage update in the first place.

I guarantee you that autocannon as whole causes more grief in the game than every buyer combined; autocannon utterly destroys the balance at low ranks, and the balance between smoky augments. You are not arguing for balance, you are arguing to keep autocannon broken. The majority of players are F2Ps, and I think you should worry about balance based on populace rather than on personal bias. While making critical prots available to everyone would be an ideal solution, it is very clearly not going to happen, Armadillo is meant to be expensive and meant to serve as an advantage, Hazel has said so himself. The best case here for balance would be to nerf Autocannon.

Point form for if you don't get it:
- Most people do not have Armadillo
- Autocannon is overpowered against people without Armadillo
- Therfore, nerf Autocannon so it stops being overpowered against most players

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41 minutes ago, Abellia said:

I guarantee you that autocannon as whole causes more grief in the game than every buyer combined; autocannon utterly destroys the balance at low ranks, and the balance between smoky augments. You are not arguing for balance, you are arguing to keep autocannon broken. The majority of players are F2Ps, and I think you should worry about balance based on populace rather than on personal bias. While making critical prots available to everyone would be an ideal solution, it is very clearly not going to happen, Armadillo is meant to be expensive and meant to serve as an advantage, Hazel has said so himself. The best case here for balance would be to nerf Autocannon.

Point form for if you don't get it:
- Most people do not have Armadillo
- Autocannon is overpowered against people without Armadillo
- Therfore, nerf Autocannon so it stops being overpowered against most players

I get what you are saying, but I do not agree. I do think that Autocannon is slightly too powerful, for those of us who do not have access to critical damage protection, but I personally haven't really got that much of a problem facing Autocannon players - as I say, nowhere near as much of a problem as I have against the big Ultra Container augments such as Striker Stunning missiles, Vampire Nanobots etc.

As for Armadillo being rare, I have seen increasing numbers of Armadillo about lately, and those numbers will increase over time as more players get it from Ultras. Unlike Crisis - which is situationally useful and not good with all combos - Armadillo is universally useful, so you are more likely to see players who have it with it equipped, especially if they have 4 modules. Smoky is not my main turret, but I do use it with various augments including Autocannon, and I have observed just how weak it is against Armadillo.

Now perhaps a slight nerf to Autocannon for low ranks (although actually, it really isn't very common there anyway), but if we nerf all the good Garage augments, particularly ones dependant on critical damage - because they are dependant on critical damage - what exactly are we going to do when you face those 9999s who you are now weaker against? Roll over?

The only Garage augment which was so broken it most certainly required a nerf was Incendiary Brand Vulcan, in combination with Heat Immunity, now that that is gone, I don't have a particular problem with any garage augment - comparing them to the ever growing list of more overpowered Ultra Container augments. Garage augments are fast becoming second tier augments, and if you consider Autocannon "broken" now, I doubt you will in 6 months time after Stun Thunder, EMP Firebird and so on have been added to the list.

I don't think we need to take away the veritable sharpened pitchforks non-buyers currently have to compete against the rocket launchers the developers hand to buying players.

EDIT: And by the way, I of course do agree with Congo on the whole here that Autocannon could do with changes, he makes sound arguments as ever. However I think given that a strong counter to Autocannon already exists in the form of Armadillo, and taking into consideration the attitude to balance/pay-to-win the developers have shown with changes in the last year or so - plus the ever growing advantage buyers have - these other considerations overrule possible balance changes to the current Garage augments which could be thought of as OP due to a high level of critical damage. Other augments in this category would be Scout Railgun and Hunter/Adrenaline Striker. All very powerful for anyone who doesn't have Armadillo - but I wouldn't support a nerf for the reasons I have given.

Edited by DestrotankAI9
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22 hours ago, TheCongoSpider said:

Here, I propose a nerf to Autocannon, in the form of reducing its average critical hit rate, by making changes to these parameters:

 

Initial critical chance = 0%

Maximum critical chance = 100%

Critical chance step: -50% 

 

At the higher modifications, the first critical hit may come slightly earlier, but subsequent critical hits will become farther apart. It will resemble pre-rework Smoky. It's not the first time they've done something like this to augments. Recent examples have been Rapid-Fire Mode for Shaft, Harpoon for Magnum and Duplet for Hammer. 

I'm not understanding how this would work.

If "subsequent crit hits" are farther apart, with it's extreme low regular damage what's the point of using the augment?

How "far" apart are we talking here?

(not that I understand how it currently works compared to the original autocannon - reg-reg-reg-reg-crit-reg-reg-reg-reg-crit with intervals of 0.5 seconds)

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