Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

2 hours ago, Spy said:

Railgun needs a buff in my opinion, but this augment isn't the solution.

 

1 hour ago, TheCongoSpider said:

How would you like to see it buffed? 

I agree railgun needs a buff. It just isn't strong enough without maxed Brutus DD.  The critical damage is OK even without DD, but dealing 500 damage per normal shot isn't acceptable. Boost the normal shot damage and I'm happy.

Share this post


Link to post
Share on other sites

2 hours ago, Spy said:

Railgun needs a buff in my opinion, but this augment isn't the solution.

With a 50% Crit making modules extremely weak why would Rail need a buff?

Already has outlandish impact per hit...

Share this post


Link to post
Share on other sites

4 hours ago, wolverine848 said:

With a 50% Crit making modules extremely weak why would Rail need a buff?

Already has outlandish impact per hit...

Hey, you have a big problem with tanki already, I swear to god that if smoky was to be buffed to an extent were one shot kill you won't ask for it to be nerfed because you  love smoky.

Railgun use to be the strongest one shot gun but now it's literally useless with no drones or extra stuff to buff it.

On my opinion tanki most likely will buff railgun In the future.

 

19 hours ago, Spy said:

As I've said earlier, there is no point in suggesting something just because it's from an anime..

I just like anime names, that's all.

It's not like tanki are going to name it the same, they will change the name of it if they want it to be released.

Edited by abdul12340
Have a nice day
  • Haha 1

Share this post


Link to post
Share on other sites

The healing should be fixed like in the case of Vampire Isida. Should not be affected by booster or any other damage effects, because insanely high amounts of splash damage can lead to excessive camping and then self-heal.

Share this post


Link to post
Share on other sites

5 hours ago, TheCongoSpider said:

How would you like to see it buffed? 

Critical and base damage increase just like previously with less critical chance.....

Share this post


Link to post
Share on other sites

4 hours ago, Incorp said:

It just isn't strong enough without maxed Brutus DD.

I will give you the benefit of the doubt and assume you meant booster here...

No turret is strong enough without a maxed drone.

  • Like 1
  • Agree 2

Share this post


Link to post
Share on other sites

11 minutes ago, Abellia said:

I will give you the benefit of the doubt and assume you meant booster here...

No turret is strong enough without a maxed drone.

Nah I meant Brutus. It gets 2k damage criticals, but only with double damage. Spends supplies quickly, I can tell you.

Edited by Incorp

Share this post


Link to post
Share on other sites

13 hours ago, The_Voltage said:

Key thing of this augment unlike Isida's one is ability to restore HP of nearby allys in some (maybe Gauss' salvo) radius and gain points for support

What do you mean by this? Would allies near the Gauss player get healed, or those in Gausses projectile impact radius?

Share this post


Link to post
Share on other sites

12 hours ago, TheCongoSpider said:

How would you like to see it buffed? 

Stock Railugn is almostly USELESS, it has no usage or real situation where you really need it over any other turret.  And LCR is flopping over comparison of Gauss/Magnum Adrenaline, you can't use Adrenaline with LCR.

Edited by asem.harbi
  • Agree 1

Share this post


Link to post
Share on other sites

9 hours ago, NikmanGT said:

The healing should be fixed like in the case of Vampire Isida. Should not be affected by booster or any other damage effects, because insanely high amounts of splash damage can lead to excessive camping and then self-heal.

It'll deals less damage than stock one + if you wanna leta say full HP restored you must hit multiple targets.

6 hours ago, frederik123456 said:

What do you mean by this? Would allies near the Gauss player get healed, or those in Gausses projectile impact radius?

Near Gauss player.

  • Thanks 1

Share this post


Link to post
Share on other sites

22 hours ago, Incorp said:

Nah I meant Brutus. It gets 2k damage criticals, but only with double damage. Spends supplies quickly, I can tell you.

...No turret is strong enough without a maxed drone. What is the point you are making here?

  • Like 1

Share this post


Link to post
Share on other sites

2 hours ago, Abellia said:

...No turret is strong enough without a maxed drone. What is the point you are making here?

Not true. A turret might not be at it's peak without a max drone, but saying strong enough, striker, gauss, and shaft, along with other turrets are strong enough .

  • Agree 1

Share this post


Link to post
Share on other sites

Brain hole: Corrosion effect

 

Modifications to the flame: Flame can cause a mixed effect of corrosion and burning, but when there is a burning effect, the corrosion does not hurt.



Modifications to Freeze's Corrosive Mixture:
Freeze is halved, causing Corrosive damage for a short period of time for the same amount of time as if the Freeze effect was halved



Anti-Corrosion Augment:
Immune to the negative effects of Corrosion



Corrosion-resistant augment: The
damage of the corrosion effect is halved, and the effect time is halved

 

Corrosive mixture will reduce normal shot damage

Share this post


Link to post
Share on other sites

On 3/29/2022 at 9:43 AM, abdul12340 said:

Hey, you have a big problem with tanki already, I swear to god that if smoky was to be buffed to an extent were one shot kill you won't ask for it to be nerfed because you  love smoky.

Uh oh. Certain person went to another persons profile and made a weird assumption on them based off of it. 

 

Ok, enough joking around. I actually agree with @wolverine848. Since critical hits are immune to standard modules and since railgun has a 50% chance of landing critical hits. This means that it takes 2 modules - armadillo and falcon - to effectively have protection against railgun. And one of them has no guarantee way of getting.

  • Agree 1

Share this post


Link to post
Share on other sites

So Shaft had received its rework in late 2021 that discourages camping. Judging by the fact that the large majority of Shafts I encounter still do camp, I would say it did a pretty good job so far. ?

 

As you may know, Shaft now has paramaters that allow it to retain energy after a partially-charged sniping shot like many years ago. A big part of this suggestion comes from the changes made to Shaft in mid-2021, where the energy consumption rates in sniping mode were buffed and then nerfed for non-Mk7+ modifications, as well as the readjusting of the paramaters for Heavy Capacitors and Light Capacitors to suit these changes. Heavy Capacitors and Stock Shaft at higher modifications consumed energy faster, despite having much potent damage than Light Capacitors. 

 

The Shaft rework allowed these damage paramaters to scale better with partially charged shots than Light Capacitors, which was its purpose. Currently, Light Capacitors has no purpose in the higher modifications. The difference between an efficient Light Capacitors and an efficient Stock Shaft is too small, both statistically and practically. It has poor damage output compared to the other viable sniping Shafts, and poor reload attached to it. There are two ways you can tackle this:

 

Quote

Justify the poor damage

 

  • Additional energy consumption after a sniping shot: 100 -> 0 
  • Energy recovery rate: +20% -> +50%
  • Energy consumption in sniping mode: +50% -> +80%

 

What will this do? This will solidify its purpose for being the quickscope-oriented Shaft, like it had always been. Your shot is charged faster and your reload is not artificially increased, moreover, it will reload faster than it currently does, as it should have been. As your shot is charged faster, you will be rewarded for actually quickscoping, and continuing to do so while complimenting them with your arcade shots.

You do not deal enough damage to one-shot a medium hull or light hull with Defender. This allows them to react with their supplies, unlike with Stock Shaft which would kill them on the spot and leave them no time to attack you. Because not being able to one-shot a player anymore can significantly increase the time it takes to kill them. This reduced damage is justified alongside the other viable Shafts that use Stock's paramaters. 

 

Quote

Justify the poor reload

 

  • Sniping damage penalty: -25% -> -15%. 

 

With having to contend with a disproportionately long reload for its sniping shot paramaters, the damage will be now be worth it. It is not enough to one-shot a medium hull, but will come close and pushes it further away from Stock Shaft. 

 

 

 

 

I am more in favour of justifying the poor damage, but justifying the poor reload would be simpler for the developers to work with. 

  • Like 7
  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

Agreed with suggested changes. 

You seem to know a lot about Shaft, which makes me think you are quite skilled with the turret. Care to join our discord group Mobile Snipers, where we discuss and talk about game-related topics that are mostly about Shaft?

  • Like 2
  • Saw it 2

Share this post


Link to post
Share on other sites

Whatever works! I've only just got light caps, so I haven't got a lot experience with it yet. All the battles I've been in, no one got shaft protection...

6 hours ago, BloodPressure said:

Agreed with suggested changes. 

You seem to know a lot about Shaft, which makes me think you are quite skilled with the turret. Care to join our discord group Mobile Snipers, where we discuss and talk about game-related topics that are mostly about Shaft?

Ooooh, can I join? I'm pretty sure I meet all of the requirements :)) i do mobile sniping pretty frequently nowadays.

  • Like 1

Share this post


Link to post
Share on other sites

Just to add as visual reference:

Current:

Spoiler

LC_MK7-20_Shaft_Reload_vs_Actual_Scope_Duration_2.png

Proposed:

Spoiler

Proposed_LC_MK7-20_Shaft_Reload_vs_Actual_Scope_Duration.png

The current has a way too huge penalty, especially when to get the most damage out of Shaft, especially on an augment which reduces sniping damage by 25%, is at the end of the scoping scale. 1.8s is far too easy to reach in general, giving a full taxing 8.3s the moment you reach it and onwards.

The proposed template, looks good, dynamic, reload matches the damage relatively. Surely will not break the game, if not, 50% module sales increase, win win? ?

  • Like 1

Share this post


Link to post
Share on other sites

Isida's support nanobots is quite a good augment indeed. It induce change in gameplay, whether for better - one example that be seen is in the Juggernaut gamemode, with a personal care giver for the team's big tank - or for worseIt can be quite daunting for the opposing team bring down the big tank with perhaps an exceptional few; Viking's Overdrive or Striker's heavy hunting Cyclone augment. As a consequence, some players would find it appalling to play the game mode at all. Hence, I would like to suggest a tweak to this augment.

 

Change 1: Isida's critical healing value to decrease

Change type: Negative(Con)

Change value: -50% (from current value given in the wiki)

For a Mark 8 or Mark 7+ with a heavily upgraded drone, this value would decrease from 4000 to 2000 health points for the critical heal value.

 

Change 2a: Isida's maximum critical chance to increase

Change type: Positive(Pro)

Change value: +50% (from current value given in the wiki)

For any turret modification, this would result in the following: 4% to 6%.

 

Change 2b: Isida's critical heal chance step, initial heal critical chance and consecutive heal critical chance to decrease

Change type: Negative(Con)

Change value for initial heal critical chance: 4% to 0%

Change value for critical heal chance step: 4% to 2%

Change value for consecutive critical chance: 2% to 1% 

 

Change 3: Isida's critical heal to offer immunity against status effects

Change type: Positive(Pro)

Change value: 3 seconds of complete immunity for the player affected

For any turret modification, this would result in the following: 0 seconds to 3 seconds

 

Before I inform you about change 4, I am on the fence - more gravitation to  agree than disagree though - about this one so do comment if you think this would help introduce balance.

Change 4: The continuous repetition of change 3 will not be allowed. More info below.

Change type: Negative(Con)

Change value: No 3 seconds of complete immunity unless the immunity on the player has worn off

An example would be the Supercharge status effect. Only once the immunity wears off from players - including from the repair status effect - will the critical heal be able to apply change 3 again.

 

------------------------------------------------------------------------------------------------------------------------------

Any other attributes to this augment, that has not been listed, should stay at its concurrent value.

So, with all the mechanics stated, let me remind you that the aim of this change was to influence players before the use of Isida, with this augment, in the juggernaut game mode.

 

So how might this affect players or gameplay?

- Incentive 1: Determent

Reasoning: A combination of both change 1 and 3, would deter players from using this augment in the Juggernaut game mode. It will not be easy now to keep juggernaut at full health due to change 1 and the change 3 would not be of advantage since juggernaut already has permanent immunity against inflicting status effects so players would not get the full benefits of this augment

- Incentive 2: Flexibility

Reasoning: With the introduction of change 3, players would now be able to provide immunity to their teammates in other game modes. This might as well be helpful in crucial moments during battle. Hence this augment with appear more flexible to players across various game modes as opposed to being highly biased towards only one of them

 

Finally, I would like to address those who use prefer using Isida's Support Nanobots in Juggernaut. It is not the end off the world for those; in that, players can still make use of this augment to increase effectiveness in protecting the beast. Remember that I am not completely against the use of this augment in that game mode but also not supportive of it.

 

Note: If felt that some of these changes might throw off game balance - I am trying my best to keep the game balanced - please do comment an alteration to the change if possible. ?

  • Saw it 2

Share this post


Link to post
Share on other sites

1 hour ago, The_one_and_only said:

Change 3: Isida's critical heal to offer immunity against status effects

Change type: Positive(Pro)

Change value: 3 seconds of complete immunity for the player affected

For any turret modification, this would result in the following: 0 seconds to 3 seconds

Very unlikely that they add that to an Isida augment for crystals. Will definitely be in Ultra Containers or in some event. 

  • Like 1
  • 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...