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Ideas for Augments!


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41 minutes ago, Incorp said:

?

 

? naaah man no

 

Eh, idk man, still think Jammer every shot at bit too OP

Jamming freeze and jamming fire, hammer already have Jamming at every tick and shot, so this makes no exception.

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On 5/14/2022 at 3:13 AM, NikmanGT said:

Rather than 5 seconds, since the recent nerf, the stats effect duration has been decreased for many, 2-3 seconds would be beneficial since it is jammer at every shot.

How about the duration lasting for 3 seconds?

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On 4/23/2022 at 4:15 PM, Dictator_Haddou said:

 

On 4/26/2022 at 10:04 PM, Jaden_Master_Ultra said:

 

On 5/3/2022 at 4:22 AM, TheCongoSpider said:

 

On 5/1/2022 at 11:27 PM, Me0w_XP said:

 

On 5/7/2022 at 7:17 PM, SulfuricAcid said:

  

On 5/8/2022 at 11:41 PM, JustBlackWolf said:

 

On 5/12/2022 at 3:08 PM, Entropy said:

 

Topic Merged

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A modified Stabilized Rounds Railgun not only computes a stable trajectory, it also accelerates the round before it leaves the barrel. The resulting merciless speed of such rounds easily pierces through enemy armor, but the extra acceleration period increases the barrel warmup time. Additionally, smaller caliber rounds are used so as to not overly prolong the acceleration process.

Pros:
- Maximum/initial critical chance: 100%

Cons:
- Shot warmup time: +10%
- Critical damage: -20%

The premise of this augment is that it can deal guaranteed critical damage which is useful against 50% Falcon modules, but the resulting damage is decreased and the extra barrel warmup time is excruciatingly long. Also, it's practically useless against Armadillo.

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Freezing effect for Firebird

Heating effect for Freeze

Vulcan stun - every shot stuns you. Either you have stun immunity or just stay there and die.

Thunder - critical shot shows a flash of lightning and summons Zeus

*sips tea*

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2 hours ago, King.David said:

Freezing effect for Firebird

Heating effect for Freeze

Vulcan stun - every shot stuns you. Either you have stun immunity or just stay there and die.

Thunder - critical shot shows a flash of lightning and summons Zeus

*sips tea*

No no, he has a point here. (joke)

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9 hours ago, King.David said:

Thunder - critical shot shows a flash of lightning and summons Zeus

With the recent buffs to thunder + Thunder HD, I have a feeling we might get something similar soon...

Mark my words ?.

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Personally I don´t like this idea. The utility of the Falcon module is already debatable and this would make that matter even worse. Moreover we all know how hard it is for a majority of players to obtain the Armadillo module, what´s more to upgrade it.

On the other hand, it probably isn´t out of the scope of possibility for something like this to get implemented.

Maybe I´d appreciate a bit more F2P-counterable version like this:

Pros: 

-normal damage +50%

cons:

-critical damge removed

-shot warmup time +10%

 

Those are my 2cents.

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Now Scout, LCR and other augments make the 50% falcon module worthless as Frederik as mentioned earlier. 

Accelerating the shot doesn't provide any beneficially in the gameplay as such, so I don't particularly see this as a potent augment.

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On 5/21/2022 at 10:51 PM, Me0w_XP said:

Pros:
- Maximum/initial critical chance: 100%

Cons:
- Shot warmup time: +10%
- Critical damage: -20%

I like this. A clear trade-off for a critical damage-augment. One gives you much less control over your potent critical damage (Stock), one gives you more control over your critical damage with a decrease in normal damage, and one gives much more control over your critical damage for a price of creating 2 potent barriers against yourself and a slightly decreased firing rate. 

 

1 hour ago, frederik123456 said:

Maybe I´d appreciate a bit more F2P-counterable version like this:

Pros: 

-normal damage +50%

cons:

-critical damge removed

-shot warmup time +10%

This would only be useful for those who have Booster. 

 

Players with Adrenaline can get the bare minimum of what this augment has at only 96% HP while retaining critical hits. 

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4 hours ago, frederik123456 said:

Maybe I´d appreciate a bit more F2P-counterable version like this:

Pros: 

-normal damage +50%

cons:

-critical damge removed

-shot warmup time +10%

Ooh, that resembles the normal damage based version of Destabilization.

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9 minutes ago, Me0w_XP said:

Ooh, that resembles the normal damage based version of Destabilization.

Yeah, I just tried to give an alternative, of course your idea is valid too.  

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2 hours ago, frederik123456 said:

Yeah, I just tried to give an alternative, of course your idea is valid too.  

I think your idea is pretty good NGL. 50% might be too low/high though.

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Idea: an augment for Shaft that makes the shots fired in sniping mode explosive, at the expense of them moving a little bit slow through the air, making it difficult to hit enemies from a distance. Maybe something like Thunder's speed would be enough to create a meaningful weakness.

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I'd propose making this augment more healing biased rather than solely an "added benefit" by decreasing damage in both arcade and sniper shots. This had already been done before with Isida in an earlier update, to make players choose whether you want to focus on healing or damage; the supportive nanobot augment allows that, so I do not understand why the same mechanics have not been applied to Shaft; either it's a healing shaft or an offensive shaft. I'd really just call this double standards at this point.

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As much as I love HE shaft, I think the only way to make it balanced is to reduce effective arcade range. The most overpowered thing about it is the ability to heal a teammate from halfway across the map while staying behind cover. The enemy can't even tell that the tank they're shooting is being actively healed, due to Shaft not having a dedicated healing shot effect, nor a direct beam that connects them to the teammate, giving away their position.

But a damage nerf also makes sense.

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HE Shaft is extremely broken due to the reasons stated above. I would personally keep the arcade damage and healing the same, but I would drastically reduce the sniping damage and remove the possibility to heal with sniping shots altogether. 

 

This would make it more mid-to short range effective, but it would remove the broken ability to heal back to full an ally (often an organized Squad member) from across the map.

It would also make possible to detect the HE shaft and eliminate him within reasonable range. 

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15 hours ago, The_one_and_only said:

I'd propose making this augment more healing biased rather than solely an "added benefit" by decreasing damage in both arcade and sniper shots. This had already been done before with Isida in an earlier update, to make players choose whether you want to focus on healing or damage; the supportive nanobot augment allows that, so I do not understand why the same mechanics have not been applied to Shaft; either it's a healing shaft or an offensive shaft. I'd really just call this double standards at this point.

Because dude it is legendary augment, the isida one you can buy for 245k.

So since it is legendary augment it is perfectly fine. 

STOP whining and wanting everything nerfed. 

You are just like forum mods and other players, when they started with " ohhhh magnum is OP now, huge splash, huge damage, blaa blaa bla bla". 

Always whining to nerf perfectly balanced weapons and augments , but when they nerf it, then you all are, it is balanced now and just simply forget about that nerfed weapon. 

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6 minutes ago, fire_shoter said:

Always whining to nerf perfectly balanced weapons and augments

So, just so I get that right, Shaft SE is perfectly balanced augment in your opinion?

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15 hours ago, The_one_and_only said:

I'd propose making this augment more healing biased rather than solely an "added benefit" by decreasing damage in both arcade and sniper shots. This had already been done before with Isida in an earlier update, to make players choose whether you want to focus on healing or damage; the supportive nanobot augment allows that, so I do not understand why the same mechanics have not been applied to Shaft; either it's a healing shaft or an offensive shaft. I'd really just call this double standards at this point.

It has no criticals. Fyi that is huge deal because it makes it almost useless against players with protection. Shaft protection being one of the most used ones in general makes it even worse. It can be extremely hard to defend yourself with this augment.

 

Isida support nanobots even has criticals which can be useful for self defense(it is still rarely useful for killing, but at least protective module is not issue) and with supercharge it heals so much per second not even viking ability can break through usually. It is f2p augment with its own niche purpose.

Edited by stat.padder
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