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Ideas for Augments!


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2 hours ago, XD_PRO said:

BALANCE IDEA #2:

damage decrese is now 10%

That allows it to:

 

  • one-shot medium hulls with Booster 
  • Need 2 shots instead of 3 to kill droneless medium hulls that have Boosted Armour
  • Kill light hulls on equal footing with 1 snipe and 1 arcade shot
  • Kill unprotected heavy hulls with 1 snipe and 1 arcade shot

 

That's a strong no from me. 

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Yes this was one of the most demanded nerfs for this augment when it had 20m damage radius. Anyone was in this radius receives 5s of EMP, even if he was in the last tip of this 20m. So the suggestion was to make it dependent on the distance, if you was in the 19th meter, you will receive less than 1s EMP. But nothing happened.  They reduced the radius by half, which was a good step and have limited it alot. But sill OP

2 hours ago, frederik123456 said:

I´d just remove the reduced sniping time. simple.

There isn't a sniping time buff. But a sniping reload -50%

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17 hours ago, nikunj04 said:

I personally think Vampire Isida is OP, of course the downsides yellowghetto and mj mentioned are true, but on the other fact this augment is being called "OP" on the basis of the fact that instead of dealing damage to enemies which any isida with either of the augments can do, it can regain some part of the HP,  making the user survive pretty well in close range.

I personally don't believe that this augment is part of the isida turret, because isida is mean to heal whereas this augment can't perform that function. I've used this augment many times in battle and myself feel the difference where people with no armour equipped or enemies with low protection against isida or either no protection at all equipped are so easily defeated by this augment. Of course, it can't travel much farther because it is tagged under a melee range turret, still I feel the range of vampire is a bit far. Hence, I believe Incorp also presented only a range reduction not any other stats or parameters.

Making the range smaller can help it become less of a problem.

Hate to break it to ya... but it WAS part of the turret years ago.  Then they removed it.  Now added it back.

It's as much a part of the Isida turret as hovering hulls are to this Tank game.

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6 hours ago, wolverine848 said:

Hate to break it to ya... but it WAS part of the turret years ago.  Then they removed it.  Now added it back.

It's as much a part of the Isida turret as hovering hulls are to this Tank game.

Oh no no ? That was sarcasm at my point, I was active at that time the vampire mechanism was a part of normal Isida, back in around 2014 or something and after that it was removed, I guess. My basis of saying that was that the current isida can heal others, but not effectively healing of the vampire alt is a contrast to the turret itself whereas the previous turret back in the times could heal as well regain health from the enemy.

Thanks though ?

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I used to think that this alt is super op but after I have got it I realized a major problem with it, which was finding a good hull whose od supplements it. Wasp used to be good before but ever since it's K.O radius has been reduced everyone at legend ranks get fire damage at max which is gone by using a repair kit. Hornet 's od is not useful at all because there is no crit damage (hornet freeze btw is monster combo though) and hopper's od does not match as well. Since teammates cannot be healed , using a heavy hull to camp and heal defenders or to help a viking with od (say, for destroying jugg) is also not possible. The best I could find was viking which is also sub-optimal as it is best with short and medium range turrets. On large maps it's usually not good ,even with booster it's not as good as compared to other alts which apply AP/Jammer/Stun/EMP effects. 50 prot takes almost entire supply, that's why I guess dev's have not nerfed it .    

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20 hours ago, TheCongoSpider said:

That allows it to:

 

  • one-shot medium hulls with Booster 
  • Need 2 shots instead of 3 to kill droneless medium hulls that have Boosted Armour
  • Kill light hulls on equal footing with 1 snipe and 1 arcade shot
  • Kill unprotected heavy hulls with 1 snipe and 1 arcade shot

 

That's a strong no from me. 

i guess idea 1 is good. Have a read on it

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2 hours ago, XD_PRO said:

i guess idea 1 is good. Have a read on it

Nah, I'd rather just leave it as is. I hate EMP Gauss, but unfortunately, it would be a bad idea to nerf just one of the strong status augs without nerfing all the rest as well. 

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29 minutes ago, Abellia said:

but unfortunately, it would be a bad idea to nerf just one of the strong status augs without nerfing all the rest as well. 

That is a good opinion though, I agree

 

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7 hours ago, tank7 said:

I used to think that this alt is super op but after I have got it I realized a major problem with it, which was finding a good hull whose od supplements it. Wasp used to be good before but ever since it's K.O radius has been reduced everyone at legend ranks get fire damage at max which is gone by using a repair kit. Hornet 's od is not useful at all because there is no crit damage (hornet freeze btw is monster combo though) and hopper's od does not match as well. Since teammates cannot be healed , using a heavy hull to camp and heal defenders or to help a viking with od (say, for destroying jugg) is also not possible. The best I could find was viking which is also sub-optimal as it is best with short and medium range turrets. On large maps it's usually not good ,even with booster it's not as good as compared to other alts which apply AP/Jammer/Stun/EMP effects. 50 prot takes almost entire supply, that's why I guess dev's have not nerfed it .    

Hunter - remove all supplies and kill them while stunned.  And equip trickster so you can close the distance FAST.

I troll enemy teams in Siege with this combo.  Take the back routes and kill all the campers.  They don't expect it.  When they finally wise up there are at least 3 of them looking for me, and thus leaving the cappers on my team unmolested. 

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I enjoy trolling Vampire Isidas with shock freeze

Even if they kill me, they will be frozen and very vulnerable to my teammates fire

If they equip Freeze Immunity, just switch to Freeze AP.

I don't think it's excessively broken, what's broken is Tesla, Freeze (just because of the crits) and obviously, Paladin, those 3 need a nerf.

Striker is on the OP end too, always because of the crits.

Edited by JustBlackWolf
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7 hours ago, tank7 said:

finding a good hull whose od supplements it

I also use Hunter with Isida often on my (vamp) Isida account, but usually only in TDM or CP, sometimes in ASL or CTF

In Siege I like to support / heal teammates trying to capture points instead of kill campers, so I use adrenaline instead of vamp

I don't have Trickster for that account sadly, two of my accounts already had Trickster and I wanted to try something else

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5 hours ago, JustBlackWolf said:

I enjoy trolling Vampire Isidas with shock freeze

Even if they kill me, they will be frozen and very vulnerable to my teammates fire

If they equip Freeze Immunity, just switch to Freeze AP.

I don't think it's excessively broken, what's broken is Tesla, Freeze (just because of the crits) and obviously, Paladin, those 3 need a nerf.

Striker is on the OP end too, always because of the crits.

Yeah... Vampire is a little OP in some circumstances.

But not even close to Paladin or Tesla/Freeze AP.  Those are fully broken.  finished a RGB battle with a bunch of Tesla APs and it was laughable.  Got to the point where there was no point in trying to score.

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So out of all the Railguns after the return of the fixed 50% critical chance, 3 out of them naturally fell behind in their own ways. Round Stabilisation and Hyperspace Rounds fell further as their normal damage increase was not enough to offset the inability to deal critical damage, whose rate was then boosted from a 50, 10, 50 to 50, 50, 50. 

AP Railgun fell from its status peers after that update, which allowed them to deal their potent status effect 50% of the time and also have their critical damage penalties removed. Within all of this, AP Railgun retained its -20% critical damage penalty, retained its 0% minimum critical chance, the normal damage increase no longer being duely potent and the AP duration being decreased from 7 seconds to 5 seconds. 

 

It is easy to not get much value out of this augment without Booster, a Falcon modules are still in play quite often and as said before, the normal damage increase isn't enough to rely on it, as was the previous issue with Hyperspace Rounds. 


I do not believe that the 0% minimum critical chance should be removed, but instead, be worked around. 

 

My suggestions for a buff would be any of these three:

  1. Increase the normal damage enhancement from +40% to +45%
  2. Remove the critical hit damage penalty
  3. Increase the AP duration from 5 seconds to 7/8 seconds

 

 

Option 1 will have its normal damage be more dependable when fighting the many Falcon modules and Boosted Armour (due to having fewer critical hits than other Railguns). 

 

Option 2 will have its less frequently occurring critical hits be stronger, while the normal damage stays under a critical breaking point. 

 

Option 3 will have it remain subpar (in comparison to the other status Railguns) for solo usage but will allow it to support its teammates better. 

 

I am most in favour of option 1. 

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As for your Option 3, increasing the AP duration back from 5 to 7 would count as reversion of updates. To prevent this from happening, the duration would have to go above 7 which can make it really OP.

As for the other ideas, they seem favourable ^^

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Ah, finally.

After I got AP Railgun myself, I saw that it was quite under powered, at least compared to EMP Railgun(which I have).

I agree with your suggestions. I feel that removing critical damage penalty would be the best of them all.

 

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No it's not weak, but if you compared it with the other Railgun Augments (Stun and EMP) , yes it may.

But if you compared it with e.g Smoky Augments like Stun (which I have), you need to do many shots before the critical hit. But I have never suggested in buffing it nor I will suggest, because status effect augments should never exist, except the heat and cold ones.

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I absolutely disagree this suggestion. We could compare every drone to crisis, so they'll all need a buff, or compare it to brutus, so they all need a nerf. Justvlike we could compare AP railgun to a more OP augment to make it less "op", but that's not the case. I've played against this augment several times, including this week, and it's very owerpowered from the enemy point if view. Because, yes, balance is not just 'how good it' s to myself'  rather a complex sytem where usage, comparison to general game power, individual, team and enemy usage takes place. Yeah, individual performace might not be so good, due to the long reload of the turret

 

On 1/5/2022 at 5:06 AM, TheCongoSpider said:

 

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So in one of the updates of late 2021, Railgun's firing rate with Viking's Overdrive was enhanced. Going into specifics, it looked like this:

 

Quote

Stock Railguns: 12 -> 13

 

Death Herald: 11 -> 13

 

Incendiary Railgun: 11 -> 17

 

Cryo Railgun: 11 -> 17 

 

Stun Railgun: 11 -> 17

 

AP Railgun: 12 -> 17

 

Scout: 13 -> 17

 

LCR: 11 -> 17

 

In a subsequent update, the augments Electromagnetic Accelerator "Scout" and Large Calibre Rounds had their base a ugment firing rates reduced, which decreased their number of shots during Viking's Overdrive from 17 to 13. What has not changed after all of this, is status augments having a considerably higher firing rate with Viking's Overdrive than the other Railguns, those that deserved it or it would be rational to have.

ON TOP of this, they get higher damage amplification with Viking's Overdrive than the crystal Railgun augments. The latter having x2.5 damage while the former has x3 damage. 

 

This makes no sense both logically and within the game balance. Status Railguns should have their number of shots drop back down to 13 and have their damage coefficients reduced from x3 to x2.5 like the rest of the Railgun augments. 

 

Status Railguns include: 

 

Incendiary Rounds

Super Armour-Piercing Rounds

Cryo Rounds

Stun Rounds 

EMP Rounds

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Name: Pryotech

Description: 

I was thinking a new augment that disables boosted armor bonus when burned from a firebird. The duration of the afterburn will last 5 seconds (5 ticks) instead of 10..However, you can still keep trying to burn to keep the boosted armor bonus disabled. And will have a range increase from 15.0 to 20.0. The draw back will be faster fuel consumption rate and the burn time.

Also the player will be able to have boosted armor bonus back if they are no longer burned. 

Reason: I feel like there isn't enough options for firebird augments and playing the same ones over and over; makes the firebird gameplay feel dull. I also want  firebird to have more interesting gameplay as well being balanced in the current state of the game. 

Edited by MysticBlood
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32 minutes ago, MysticBlood said:

I was thinking a new augment that disables boosted armor bonus when burned from a firebird

By disabling Boosted armour bonus, are you referring to the normal armour provided by the supply or the increased armour that can be applied through external means like defender ? Other than that I see no problem since we already are experienced with this mechanism in the Freeze turret.

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