Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

There are a ridiculous amount of status effects in the game now. We all know this. And there's not a lot of ways to counter them. Hull augments (which protect you from just one effect at a time), Mammoth's OD, and... um...

Here's an idea.

Isida could use some spice. Vampire Nanobots has kinda worn off. So how about a team-based augment?

Enter Status-sensing Nanobots. (Or some other title. I suck at titles.) If you're healing a teammate who has a status effect applied to them, you automatically remove one second of the effect per tick, instead of healing. After all the status effects have been removed, healing works normally.

Advantages: Removes status effects, one second per tick.

Damage per tick is multiplied by 2.

Energy consumption is divided by 2.

Disadvantages: Ticks are decreased from four per second to two per second.

Healing is impossible if the tank being healed has a status effect applied.

Does not affect Supercharge.

Let me explain. So, naturally, the thing removes status effects, I've said that already. But only one effect at a time. If need be, there can be a "status effect hierarchy," such as, the augment prioritizes AP, then EMP, then Stun, then Jammer, then Burning, then Freezing.

What about the damage things though? This is where the real stuff comes in. The healing/damage ticks, instead of, for example, doing 50 damage every quarter second, will do 100 damage every half-second. So you remove one second of a status effect every half-second.

In addition, the augment prioritizes status effects over health, so you can't heal anyone with a status effect applied.

Supercharge is unaffected, as are the status effects of your enemies.

What do y'all think?

Share this post


Link to post
Share on other sites

22 hours ago, readyfireaim said:

There are a ridiculous amount of status effects in the game now. We all know this.

image.jpg

What's wrong with a ton of Status Effects?

 

*flashbacks to an hour of rage for "How Did we Get Here?" *

  • Haha 1

Share this post


Link to post
Share on other sites

On 10/7/2021 at 5:34 PM, Incorp said:

 

Topic Title: Discharge Rounds - Railgun Augment

Idea Summary: An augment which increases the critical chance, shot preparation delay and also reload of Railgun.

Topic Merged

  • Like 1

Share this post


Link to post
Share on other sites

On 9/29/2021 at 8:53 PM, pocrettttt said:

This augment is weak in hight ranks and strong at low ranks because of protections and variety of immunities, most of time i only see adrenaline or rubberized augments so i suggest to rework a little this augment:

1-The augment will have an limit of temperature for burning the enemy based on your temperature, so if you are burning at 0.5, the max limit for burn the enemy will be 0.5

2- The damage of burning (if you warmed the enemy first) will be the same that you are receiving as damage(if you die and the enemy have burning, he will "purify" the effect,making the effect disappear)

3- The Penality of speed of Projectile is removed

4-Overheat resistance decreased by 50%

Topic Title: Rework Incendiary Band Vulcan

Idea Summary: A few changes to the Incendiary band augment. Kindly refer to the post.

Topic Merged

  • Like 1

Share this post


Link to post
Share on other sites

Shaft augments

Existing ones

  • Rapid-fire mode – make it shoot a bit slower, but increase effective range.
  • Armor-piercing sight – heavily decrease sniping shot's reload and in exchange it's damage. So basically make it more playable like Gauss' SE augments.

New ones

  • Short circuit – fully reloads the turret if you kill enemy. Reload of the sniping shot increased a bit. (because of 10 seconds reload update).
  • Long-range blaster – make standart shots like medium range turret. Can't deal critical though.
  • High-volume capacitors – increase critical damage up to maximum sniping. Critical chance is heavily decreased.
  • Panoramic scope – FOV and scoping speed is increased, transparent bushes radius decreased. Good for active fights.

Share this post


Link to post
Share on other sites

Because of most of bugs that if die and your projectile is still in mid air, that only deals damage, but not apply the status effect of the augment

This is more frequent in relation to screen balls and very noticeable, as the ball is very slow and most of the time it doesn't reach the enemy before you die

I suggest an rework to it

It will be similar to others status augments of tesla,the "flash ball"

Lightning ball speed: 75 m/s

Lightning ball range: 1000m

About out others parameters of Disadvantages i just dont care, my intention when I used this augment was to burn enemies with the ball, but it's impossible with this bug

I think its more easy just rework it than just fix it

Share this post


Link to post
Share on other sites

On 10/18/2021 at 8:17 PM, pocrettttt said:

I just dont know why this augment exists, he's literally useless in battle and I think he should be buffed to fit in battles, he's only good for hopper with that combo that almost no one uses

 

So I suggest buffs for this change with: increase the tank's speed and Turning speed (Yes, since Heavyweight Construction reduces your speed, your Lightweight construction sister should do the opposite, which is increase speed, of course, for the hopper this change won't happen, just for the other hulls.


Then Lightweight construction will be renamed to Lightweight construction- Hopper Edition
And the rest will continue with the base name of the change "Lightweight construction"


Well, the possible buffs I imagine are both the speed you walk (Top speed) and the speed you turn (Turning speed)

This could make medium and long distance battles more practical

And for some reason it still costs 4990 tankoins and doesn't compare to your other augments

 

 

Topic Merged

Share this post


Link to post
Share on other sites

On 10/19/2021 at 9:07 PM, pocrettttt said:

I like those augments that have burst like the shaft and hammer, and should be interesting for other turrets

Gauss: Receives an similar bar of hammer with 3 shots, the reload of each shot is the same as the shaft rapid fire mode = 0.375

Firebird+freeze+isida: Consumes 3x of energy, but your fire/freeze/heal/damage rate is increased by 100%

Tesla:Your "tick of rails" will be 2x more faster, but you cannot drop balls on the map

Hammer: already have dupplet

Twins:Decrease the recharge by 50%, but max range is -70%

Ricochet: Already have plasma augment but can have the twins too without the ball speed penality

Smoky: Already have auto-cannon

Striker: Normal shots dispare 2 missibles in a row, but increase the recharge of normal shot and the speed is fixed at 100m/s

Vulcan: eh.. thats already an rapid fire mode huh... Increased the speed of shot by 200% but decrease the resistence time to "burn" by 80%

Thunder: Alrady have Sledgehammer rounds

Railgun: Have scout

Magnum:Decrease the recharge by 50%, but the area of splash is reduced by 50%(Horizontal mode only)

Shaft: Main of the idea of this topic, already have his rapid-fire-mode

 

Topic Merged

Share this post


Link to post
Share on other sites

On 10/21/2021 at 11:10 PM, readyfireaim said:

There are a ridiculous amount of status effects in the game now. We all know this. And there's not a lot of ways to counter them. Hull augments (which protect you from just one effect at a time), Mammoth's OD, and... um...

Here's an idea.

Isida could use some spice. Vampire Nanobots has kinda worn off. So how about a team-based augment?

Enter Status-sensing Nanobots. (Or some other title. I suck at titles.) If you're healing a teammate who has a status effect applied to them, you automatically remove one second of the effect per tick, instead of healing. After all the status effects have been removed, healing works normally.

Advantages: Removes status effects, one second per tick.

Damage per tick is multiplied by 2.

Energy consumption is divided by 2.

Disadvantages: Ticks are decreased from four per second to two per second.

Healing is impossible if the tank being healed has a status effect applied.

Does not affect Supercharge.

Let me explain. So, naturally, the thing removes status effects, I've said that already. But only one effect at a time. If need be, there can be a "status effect hierarchy," such as, the augment prioritizes AP, then EMP, then Stun, then Jammer, then Burning, then Freezing.

What about the damage things though? This is where the real stuff comes in. The healing/damage ticks, instead of, for example, doing 50 damage every quarter second, will do 100 damage every half-second. So you remove one second of a status effect every half-second.

In addition, the augment prioritizes status effects over health, so you can't heal anyone with a status effect applied.

Supercharge is unaffected, as are the status effects of your enemies.

What do y'all think?

Topic Merged

Share this post


Link to post
Share on other sites

FunFact: Whenever you die, all projectiles lose any status effects associated with them.

This is most noticeable with the double-damage status effect you get from the Double Damage supply. When you die before your projectile hits the enemy, the damage will go back to normal when hitting the enemy, instead of doing twice as much damage.

I feel like it was an intended feature for all projectile effects.

Share this post


Link to post
Share on other sites

31 minutes ago, Tanker-Arthur said:

FunFact: Whenever you die, all projectiles lose any status effects associated with them.

This is most noticeable with the double-damage status effect you get from the Double Damage supply. When you die before your projectile hits the enemy, the damage will go back to normal when hitting the enemy, instead of doing twice as much damage.

I feel like it was an intended feature for all projectile effects.

I agree with the supplie, its an condition that need the supplie activated, but the tesla ball does not need any thing like that, because else the ball should just disapear, whats the logic have an slow ball that cannot burn the enemie if you always die before with that  ball speed?

Also most of times i need to became melee to the enemy to not dodge the ball, but i have lag delays that i receive the tesla ball damage too, because my x location needs 1 second to understand that i already leaved away from there 

Edited by pocrettttt
Detail

Share this post


Link to post
Share on other sites

2 hours ago, Tanker-Arthur said:

FunFact: Whenever you die, all projectiles lose any status effects associated with them.

This is most noticeable with the double-damage status effect you get from the Double Damage supply. When you die before your projectile hits the enemy, the damage will go back to normal when hitting the enemy, instead of doing twice as much damage.

I feel like it was an intended feature for all projectile effects.

In this case we need ignition status on projectile's user to work this logically. 

Share this post


Link to post
Share on other sites

I feel like there's no real incentive to using this augment:

The slower rotation is a clear disadvantage.

The tighter pellets is a double edged sword. On one hand you can deal more damage and impact to those at max range. On the other hand you lose alot of the vertical auto aim ability not to mention hitting more than one target becomes harder and hitting targets that are slightly to the side becomes much harder.

So my proposed change is to add a 30% range increase to the current slugger.

OR

Make the turret rotation reduced by 50% instead of 30%.

Reduce the vertical and horizontal pellet spread by 80% instead of 50%.

And add a 50% range increase.

Share this post


Link to post
Share on other sites

Just now, PirateSpider said:

I feel like there's no real incentive to using this augment:

 

There's no real incentive to using at least a third of the "augments" in the game lol.

They're still technically "alterations" as the developers never really changed them to be outright more powerful to the base turret ever since the Augments update in 2020.

  • Agree 1

Share this post


Link to post
Share on other sites

14 minutes ago, TheCongoSpider said:

This is like the third or fourth time you state that Slugger is underpowered or a downgrade. It is and always was far from that. 

Well technically it is compared to augments like blunderbuss, duplet, dragons breath, adrenaline, and HCAC. Those augments literally out perform slugger in terms of DPS. And hammers other augments have an extra benefit added. Even stock is technically better than slugger.

Share this post


Link to post
Share on other sites

10 minutes ago, PirateSpider said:

Well technically it is compared to augments like blunderbuss, duplet, dragons breath, adrenaline, and HCAC. Those augments literally out perform slugger in terms of DPS. And hammers other augments have an extra benefit added. Even stock is technically better than slugger.

Dragon's Breath?   I've used it recently and it's ... meh.  The 50% Crit damage penalty means it's NOT a pure upgrade like many augments.

Share this post


Link to post
Share on other sites

16 minutes ago, PirateSpider said:

Well technically it is compared to augments like blunderbuss, duplet, dragons breath, adrenaline, and HCAC. Those augments literally out perform slugger in terms of DPS. And hammers other augments have an extra benefit added. Even stock is technically better than slugger.

Is this coming from experience using it or just from stats and memories from 2018/19/20?

  • Agree 1

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...