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Isida: Temperate Nanobots

Part of the support nanobots were reconfigured to adjust the target's temperature. Healing will slowly remove burning and freezing status effects, but healing rate is lower.

Pros:
- Removes burning and freezing status effects (Perhaps 1 tick of the effect removed per healing tick?)

Cons:
- Regular healing rate: -25%
- Critical heal removed

This was the template for my original idea. After discussing with other people, here are the more refined specifics:

 

Pros:
- Regular heal removes burning and freezing status effects (1 second per tick)
- Critical heal removes all negative status effects
- Removing status effects grants additional XP

Cons:
- Regular healing rate is reduced
- Critical heal = regular heal

In short, this augment turns Isida into even more of a supportive/team turret. You won't be able to camp and heal the Juggernaut like you can with Support Nanobots, but it is easier to gain experience through supporting teammates.

Edited by Me0w_XP
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Sounds good, but other than it should work like stock Isida in terms of damage ?

Because if not, then healing and damage won't be that effective, making people not using the augment much if it only functions to remove Burning or freezing status effect.

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11 hours ago, Me0w_XP said:

Part of the support nanobots were reconfigured to adjust the target's temperature. Healing will slowly remove burning and freezing status effects, but healing rate is lower.

Pros:
- Removes burning and freezing status effects (Perhaps 1 tick of the effect removed per healing tick?)

Cons:
- Regular healing rate: -25%
- Critical heal removed

No please no please no!!!!!! Please don't ruin isida man, I'm seriously begging you. I am praying everyday that hazel would skip isida, because that will make it lose all of it's 'friendly vibes for me. Really, I am literally crying Every time hazel release a new status effect augment as it is....

Edit: my bad, this is good. Thought you said it will deal freeze or burn to enemies ? I thought it already did this tho ngl

Edited by Incorp
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59 minutes ago, Incorp said:

No please no please no!!!!!! Please don't ruin isida man, I'm seriously begging you. I am praying everyday that hazel would skip isida, because that will make it lose all of it's 'friendly vibes for me. Really, I am literally crying Every time hazel release a new status effect augment as it is....

?

Spoiler

QzIadbB.jpg

 

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6 hours ago, NikmanGT said:

Because if not, then healing and damage won't be that effective, making people not using the augment much if it only functions to remove Burning or freezing status effect.

This is just a template for an idea I had, I'm not sure how to make it more appealing. I don't think an increase in attack damage is quite right... All I know is if we can figure out the specifics this would probably be a great augment for Vulcans' personal Isidas. xD

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6 hours ago, Incorp said:

I thought it already did this tho ngl

Nah, that's why when you're healing a burning teammate you're kind of just "keeping them alive" because they lose whatever HP they gain back when they burn so the real gain of HP starts after the burning is removed. This augment would make it possible to heal and remove the effect at the same time so it'd be more effective in Fire/Freeze situations as well as helping a teammate get away with a flag or something if they're frozen.

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Maybe it could remove all status effects on critical hits (with the crit heal = normal heal). But I think this would require xp gain for doing so to make the augment appealing to players.

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7 minutes ago, frederik123456 said:

Maybe it could remove all status effects on critical hits (with the crit heal = normal heal). But I think this would require xp gain for doing so to make the augment appealing to players.

Oh, this sounds nice. So from what I gather it'd be:

Pros:
- Normal healing would remove burning/freezing one second per tick
- Critical heal removes all negative status effects

Cons:
- Healing rate reduced
- Critical heal = normal heal

I was going to ask if critical rate should be reduced but honestly 2% is low enough and it's a kind of situation specific augment already, you're kind of left hoping to get a critical heal when you're healing someone with other status effects, otherwise you're mainly going for burning/freezing teammates. This would definitely be great with Supercharge though...

Edit: Oh, and possibly a lil more XP gained per status effect removed you said?

Edited by Me0w_XP

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20 minutes ago, Me0w_XP said:

Edit: Oh, and possibly a lil more XP gained per status effect removed you said?

Yeah I mean it is not necessary I guess, but if you don't earn points for removing  status effects, then you practically don't gain anything personally for the cost of lower heal rate + removed crits and I doubt many players would choose to use it out of philanthropy :D.

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Just now, frederik123456 said:

Yeah I mean it is not necessary I guess, but if you don't earn points for removing  status effects, then you practically don't gain anything personally for the cost of lower heal rate + removed crits and I doubt many players would choose to use it out of philanthropy :D.

Haha you have a point, I guess we could take a leaf out of Supplier's book and say 10 XP for each burning/freezing removed, and 10 more if at least one effect is removed on a crit (AP, Jammer, Stun, EMP). If this sounds good I'll edit the original post maybe?

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4 minutes ago, Me0w_XP said:

Haha you have a point, I guess we could take a leaf out of Supplier's book and say 10 XP for each burning/freezing removed, and 10 more if at least one effect is removed on a crit (AP, Jammer, Stun, EMP). If this sounds good I'll edit the original post maybe?

I think the exact number would have to be tested anyway, hard to judge like this. Imo it would be sufficient just to mention u should receive battle points for removing status effects.

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1 hour ago, Me0w_XP said:

Pros:
- Normal healing would remove burning/freezing one second per tick
- Critical heal removes all negative status effects

This Idea works better ^^

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Needs absolutely no refuting. Helios embodies exactly the direction themeta in the game balance has been heading since the critical hit update, the reason why on-release Tesla was overpowered: burst damage. Previous methods of achieving this were roundabout in the AP and EMP augments weakening targets' armour and subecting them to the full force of the lowered TTK across the game. Now it's just direct burst damage. Turrets with high critical damage, Duplet being forced to have 100% accuracy, Firebird's paramaters turning from a turret that relies on afterburn to a burst damage turret with afterburn attached, Tesla, AP Striker, Plasma Torch, Beserk, ad changes to Stock turrets that just made them generally kill faster. 

Helios takes that and knocks it out of the part. Plasma Torch was obnoxious to fight, but it was balanced out by having little longevity. Well they went behind that with this new high-critical damage Ricochet and calmly gave it infinite ammo. Immediately after, Beserk gets turned into another burst damage option, with a fast reload even when you mess up.

Helios takes Plasma Torch's issue and strenghtens it. You get enough damage to kill a light hull on equal footing with a base firing rate that is faster than a Stock Ricochet with's Viking's Overdrive. You get that sweet deal and how long do you have to wait to do it again? The lengthy eternity that is 4 seconds. You don't just get unparalleled burst damage. You get that burst damage with unparalelled reload. You have almost no downtime on the destruction you can cause. Perfect for someone who drools at their keyboard and shudders at the thought of having to put in effort to dominate. 

 

However, as bad as that sounds, I don't think Stock Helios is too bad like a certain excreme- erm, augment called Magnetron. But what it offers as its base is what damage-enhancing drones will use to alter interactions. Booster, Crisis and Camper can be used with every turret and augment in the game. Helios is one drop in the ocean and needs to be toned down when used with damage-enhancing drones. Crisis especially, because along with Booster, it upgrades from being able to burst down a light hull with Boosted Armour to being able to burst down a medium hull with Boosted Armour. Video evidence of its destruction can be seen here: 

 

Spoiler

 

 

It is obvious that nothing major will change with Helios naturally. It is a new toy for the ones keeping the game alive that has infinite replayability through primitive balancing, and because it is deeply baked into Stock Ricochet's energy parameters, similar to Beserk and Plasma Torch. 

 

My suggestion is this:

 

Old;

Quote

Pros:

Shot reload: -80% 

Minimum damage range: +200%

Projectile speed: +100%

Recoil: -80%

Energy consumption: -10%

Cons:

Bounce disabled

Impact force: -80%

 

New;

Quote

Pros:

Shot reload: -80% 

Minimum damage range: +200%

Projectile speed: +100%

Recoil: -80%

Energy consumption: -20%

Cons:

Bounce disabled

Impact force: -80%

Energy recovery rate: -40%

 

This will allow it to have its ambush properties, but not have as much longevity as it does now. This will be the start required to make it into and actual augment and not an exotic tactical nuke with no weakness.

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Agreed, it makes no sense to have an augment with so strikingly higher DPS,  range and projectile speed without considerable drawbacks.

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It's essentially a mutated RFM at this point, decreasing the recovery rate would be a good move, especially since that's how the devs dealt with RFM after they made Shaft's reload 3 seconds in 2021. Honestly I'm surprised the devs keep RFM dead right now; making its reload faster would fit their template of burst damage PERFECTLY as it already did when it dominated before the 10 second update.

Edited by Me0w_XP
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I came up against this helios, it was attached to a maxed out MK7 viking with 4 maxed out protections. This players rank was brigadier, G/S 9999, kills-80, against-10.

I was maxed mammoth MK6, maxed isida MK6 (vampire) with 30% against rico, made no difference at all. Even when I cornered this player he sent me to scrap yard. Only way I killed this buyer noob was with my overdrive.

This kind of toxic OP trash is here to stay and IT WILL only get worse. Even if my combo was maxed MK7, I doubt I would have won the encounter.

Vampire isida is not as powerful as everyone thinks, hornet (overdrive) with fire or freeze beats it hands down.

The game is a mess, to complicated and only user friendly for the buyers, the devs fav players.    

 

 

    

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5 hours ago, NikmanGT said:

A nerf is definitely required, rather than Pulsar, I fear Helios far more...

Honestly, Pulsar isn't so bad if you have stun immunity and a Repair Kit handy, but Helios...

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The fact that you can peak around corners and send any tank straight to hell with this augment is ridiculous. At least the Twins equivalent isn’t obnoxious like this one.

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1 hour ago, YANUKFIN said:

Vampire isida is not as powerful as everyone thinks, hornet (overdrive) with fire or freeze beats it hands down.

Sorry but no. 

I own Vampire Isida and I use it only when the battle needs it (aka, I need to carry hard) and it's unbelievably broken. I don't know why would you use it with Mammoth if not for the memes, but with a medium Hull + Defender, it's godly. 

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17 minutes ago, 2shots2kills said:

with a medium Hull + Defender, it's godly. 

This here; I tried to take on one with EMP Tesla and got smoked anyway.

Edited by Me0w_XP

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7 hours ago, 2shots2kills said:

Sorry but no. 

I own Vampire Isida and I use it only when the battle needs it (aka, I need to carry hard) and it's unbelievably broken. I don't know why would you use it with Mammoth if not for the memes, but with a medium Hull + Defender, it's godly. 

I use it with mammoth because I got it MK6 with the M to MK conversion. I am playing at colonel rank and against hornets overdrive it is useless, never wins against freeze/fire.

So no it's not broken but many things are and hornet is one of them, along with paladin and just to many others to mention.

The game is trash and as far as balance is concerned, heading down the pan. 

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