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Ideas for Augments!


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2 hours ago, TheCongoSpider said:

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

Why not both?

 

2 hours ago, wolverine848 said:

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.

I've also used it recently too. Might not be as OP as it once was but its still pretty strong. I've dominated a couple battles with it.

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22 minutes ago, PirateSpider said:

Why not both?

Disregard your memories from previous years. The game balance has changed a lot since then. Firsthand experience fighting with or against it repeatedly in 2021 would be ideal. 

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Slugger effectively turns Hammer from a short into a medium range turret. It's very easy to deal maximum, or near-maximum damage even at the edge of the pellets' range. I still see slugger used fairly often and it causes me a lot of pain when I have to fight it, so I'm pretty sure it's quite balanced.

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1 hour ago, TheCongoSpider said:

Disregard your memories from previous years. The game balance has changed a lot since then. Firsthand experience fighting with or against it repeatedly in 2021 would be ideal. 

Well I had used it recently in a couple battles. It did not perform up to standards so its left rusting in the garage. I also encountered a few of them, though I never lost to them unless I was already low on health.

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22 minutes ago, PirateSpider said:

Well I had used it recently in a couple battles. It did not perform up to standards so its left rusting in the garage. I also encountered a few of them, though I never lost to them unless I was already low on health.

I got slugger on my legend account too but I only neglected it as I have blunderbuss  

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Did anybody say Hammer  and that too with slugger augment :ph34r:

(Okay let me give my nerd opinion to show I am a fan of slugger) ? Slugger for once stand out from all other augments due to its pellet distance increase factor. Just like Maf said, it literally makes hammer a medium range turret. Even at a long distance, slugger can hit all its  bullets with ease. I think this is a uniqueness of the augment in itself, standing out in front of every other Hammer alt. Every other can only make you deal sufficient damage in a very short range.

When using Hammer, you need to control how to spread your pellet and slugger literally does it for you. All other alts have their unique abilities, whether to stun , EMP, AP or 1-shot crit, but again, that all comes out with the loss of increase of bullet spread.

I am a hardcore hammer user and most importantly slugger user in general, though tempting the parameter fix is sounding right now, it is just increasing the pros of slugger i.e. it is an uncalled buff which is not needed. This buff will promote more camp-ism, and it would be not fair for other alts.  #Slugger the best

And as for your other rotation nerf, No please don't do that ?

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15 hours ago, PirateSpider said:

duplet

Duplet? Did you just say duplet? Are we in the same world? That augment is literally a direct downgrade, a useless one which is used by literally no one. It takes so much time to reload, you will get killed for sure after your shoot.

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Yeah, duplet is the worst alt when it comes to recoil balance and pellet range with far too much bullet spread which makes it very bad, for what it is worth, this is the only alt which requires parameters buff. All others I think are fine in their respective domains.

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1 hour ago, nikunj04 said:

Yeah, duplet is the worst alt when it comes to recoil balance and pellet range with far too much bullet spread which makes it very bad, for what it is worth, this is the only alt which requires parameters buff. All others I think are fine in their respective domains.

I've encountered a few duplet users recently. They seem to be doing pretty well.

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Right now, Smoky and Thunder (especially thunder) are basically at the bottom of the current meta, possibly due to their shooting mechanism and lack of useful augments (Again, especially thunder).

After the update that changed how bullets travel, instead of just instantly hitting targets, it has become much harder to aim and hit targets at medium to longer distances, especially with thunder. Therefore I propose a new Augment, which changes no other parameter of the turrets other than to make the bullets hit their targets instantly, or at least much faster than they do right now, like the smoky and thunder from the good old days. 

This would drastically improve the gameplay of both of these turrets, as it would mean that all shots are much more accurate and easier to hit.

 

As of now, the damage, the mechanism and the reload time of thunder is much too similar to gauss, so similar that gauss is considered a much better weapon, making thunder obsolete. Previously, the only thing differentiating thunder from gauss was the fact that thunder was able to instantly hit targets, but since it has now lost that ability, it is almost the exact same as gauss.

Therefore introducing new augments, especially those that really improve the gameplay of thunder, will diversify the weapons that players choose.

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1 hour ago, rus0806 said:

Right now, Smoky and Thunder (especially thunder) are basically at the bottom of the current meta, possibly due to their shooting mechanism and lack of useful augments (Again, especially thunder).

I disagree with this part, Smoky has many good and strong augments.

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6 hours ago, rus0806 said:

Right now, Smoky and Thunder (especially thunder) are basically at the bottom of the current meta, possibly due to their shooting mechanism and lack of useful augments (Again, especially thunder).

After the update that changed how bullets travel, instead of just instantly hitting targets, it has become much harder to aim and hit targets at medium to longer distances, especially with thunder. Therefore I propose a new Augment, which changes no other parameter of the turrets other than to make the bullets hit their targets instantly, or at least much faster than they do right now, like the smoky and thunder from the good old days. 

This would drastically improve the gameplay of both of these turrets, as it would mean that all shots are much more accurate and easier to hit.

 

As of now, the damage, the mechanism and the reload time of thunder is much too similar to gauss, so similar that gauss is considered a much better weapon, making thunder obsolete. Previously, the only thing differentiating thunder from gauss was the fact that thunder was able to instantly hit targets, but since it has now lost that ability, it is almost the exact same as gauss.

Therefore introducing new augments, especially those that really improve the gameplay of thunder, will diversify the weapons that players choose.

  • Assault Rounds for Smoky CHECK! ~ 1500 m/s
  • Subcaliber Rounds for Thunder CHECK! ~750 m/s

But they kills key features of each turret being critical damage for Smoky and splash-damage for Thunder.

So yeah I wanna see some alternative (leg rarity, of coures ^_^)

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8 hours ago, yellowghetto said:

Can we just give Thunder more damage? Or reduce it's vanilla reload?

I prefer this idea over a simple and boring buff.

 

Edited by PirateSpider
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3 hours ago, Rutgers said:

Augment is broken regardless, but I did have to point out what I thought was a discrepancy in the description of this augment. 

No sir. Though I agree with your idea as a whole, I disagree with this point of yours.

This augment by no means is as broken as electroturret, EMP gauss or Blunderbuss. This is strong but they are broken.

Isida has a limited range, while EMP Gauss has a very large range, Hammer's range is practically broken and Electroturret, I guess I don't have to explain its range.

I use this augment, and by no means it is as broken and Stun Striker or other OP augments I have.

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4 hours ago, Rutgers said:

2. In the wiki under the "isida Augments" section, it states as an advantage, "50% of the damage you deal is added to your HP". As we've established in the first reason, it is impossible to deal damage to an enemy when it is under respawn invulnerability, so the self-heal mechanic should be removed during that period of time.

Well the way it works is very simple. You heal 50% of your base damage regardless of damage modifiers from you or your enemy. It isn't logical, but that's how it works and that would be the most ideal. You're proposing it goes down the logical route and gives 50% of whatever damage you deal, but then that would make it overpowered with Booster and Crisis. I think the current version of it is as balanced as you can make it. 

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Well good idea though, vampire augment is a very dangerous augment or one of the augments that you should not fight head-on.

This nerf can somewhat provide a meagre means of "balance" in it. But again, if this happens, all the rest of major broken augments would demand the same change.

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1 hour ago, Rutgers said:

Can you elaborate on which augments would require the same change as this one?

Like a case of shaft healing emitters, by the concepts put above, the ally should not be healed within the 6 sec time range, another concept to bring forward mere "balance".

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i checked heavyweight construction advantages and it says:

light hulls: +200% weight
medium hulls: +150% weight
heavy hulls: +200% weight

i checked hulls weight and i found that: dictator have 3600 weight  mamonth 4000 with heavyweight construction dictator have 9000 mamonth 8000 
hornet have 2200 weight viking 2600 with this augment hornet 6600 viking 6500 i think that unfair for heavy hulls this augment is almost useless (because it also have disatvantage accelaration -33%)
i also brought video where i made comparison mamonth with and without heavyweight construction and there was almost no difference ( in push power ) 
so my suggestion is put for both: light medium and heavy hulls +200% weight thats unfair cuz light hulls have more advantage with this augmentImage 

 

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On 11/4/2021 at 11:44 AM, yellowghetto said:

Can we just give Thunder more damage? Or reduce it's vanilla reload?

The annoying thing is that if we give Thunder more reload, its augments (Small Caliber Charging Machine and Sledgehammer) start encroaching on the role that Smoky has in the game. If we give Thunder more damage, then it becomes a flexing context between Striker and Thunder, and I feel like with how Striker is overpowered enough to carry people who, prior to its buffs, wouldn't have had the skill to play the turret, it's going to become very unpleasant to play the game if Thunder has the stats compete with Striker, given how much easier Thunder is to use.

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