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Ideas for Augments!


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2 minutes ago, fire_shoter said:

No one called u that word

 

16 hours ago, fire_shoter said:

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. 

Really cause up here, you, @fire_shoter called me that and I quote "always whining"

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8 minutes ago, fire_shoter said:

Oh, yea i forgot. ??

Ok, look I do not want to continue this further. I admit, I called you a simpleton and that's because you called me a whiner and not to do anything with gameplay or game mechanics or  my self-interest. That I am truly sorry for.

 

20 minutes ago, Apis_the_Professor said:

This part solely is enough to understand that your posts are irrelevant and useless.

Calling someone a simpleton just because one disagrees with someone's statement. That's just pathetic.

He rightfully called you a penny pincher.

Let me break it for you. You have actually been agitated because I can see that you are actually a juggernaut's slave whose only purpose is to heal their master.

Opposing team always go after juggernaut's slave and that's where shafts come in handy. They help their teammates by sniping juggernaut's isida-slave and by healing their teammates so they can estinguish juggernaut's slave and juggernaut with Viking's OD.

And that's fair, you gotta get rid of the slaves somehow and if it is by using shaft HE to better your team, I see no problem in that.

Indeed, Isida is my most used turret, but not for healing. Adrenaline is far more useful as an augment. Although I should admit that I laughed at "juggernaut's slave". I might use it when I see other Isidas healing juggernaut lmao

Edited by The_one_and_only
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1 hour ago, stat.padder said:

You "feel" sniping dmg is such a big issue so it should be part of augment penalty? I would ask myself what's the end result of such a change. I can't see anything meaningful in it. You want to make sure they do not get many kills? 

Isn't that why the test server exists, to experiment such changes? Then we can see how much it truly affects this augment by changing a parameter

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@Apis_the_Professor, @fire_shoter, @stat.padder

You guys seemed to have joined the game recently(I am judging based on when you first joined the forum) . I have been playing since 2014(on different accounts).

Originally, Isida used to have twice as much healing, with relatively the same damage as you see now. Hence you could heal or attack easily. However, the devs decided to change this quite a while back and I quote(may not be exactly the same but similar) Hazel saying in one of the vlogs that " we want the players to choose whether they want to heal or attack but not both" so I was surprised when they added the Healing Emitters augment only without reducing any damage and to such a high tier rarity.

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Okay, look I don't know anymore. In my opinion it should be what majority of players want. If players want it to get twisted in some way and they at least have some arguments in favor of their claims, so be it.

But just like shaft HE there are bunch of other augments that drive me crazy a lot more than shaft HE. 

First of them being, well you take a guess, HELIOS. That augment is a BALANCE JOKE.

All things aside, what really pisses me off is their incompetence and inability to fix the damn servers.

This TO BIRTHDAY event has been ruined because of them not being able to prevent this catastrophe which I am sure they had been aware of for a long time, until the inevitable happened.

Edit: I made this account back in 2012, I know what isida used to be like. Came back in late 2020 and was shocked to see its self-healing ability stripped away and decided to stop using it. Only to see them reintroducing it in a form of P2W OP augment. Still nowhere near as powerful as that damn thing HELIOS.

Edited by Apis_the_Professor

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15 minutes ago, The_one_and_only said:

Originally, Isida used to have twice as much healing, with relatively the same damage as you see now.

You are slightly incorrect on this. Originally (2010-2012) Isida had high healing and medium dps, definitely below Freeze, and also less range. (and it had the Vampire Effect)

Then, after the Rebalance, Isida had a slight damage increase, and the healing stayed the same (high), in fact, healing Isidas were extremely common, and that's also why we used to have a much higher TTK back then.

With the years, Isida was changed by increasing its damage massively to the point of matching and then surpassing Firebird and Freeze, and it saw its healing cut in half. (and here the Vampire effect was removed)

Due to this, many if not all players dropped the healing part of the Turret and decided to use it for offense alone. 

 

Support Nanobots Isida is basically 2010-2012 Isida without the Vampire effect. And current Isida is completely different from its former self. 

Edited by 2shots2kills
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On 5/30/2022 at 1:59 PM, 2shots2kills said:

You are slightly incorrect on this. Originally (2010-2012) Isida had high healing and medium dps, definitely below Freeze, and also less range. (and it had the Vampire Effect)

Then, after the Rebalance, Isida had a slight damage increase, and the healing stayed the same (high), in fact, healing Isidas were extremely common, and that's also why we used to have a much higher TTK back then.

With the years, Isida was changed by increasing its damage massively to the point of matching and then surpassing Firebird and Freeze, and it saw its healing cut in half. (and here the Vampire effect was removed)

Due to this, many if not all players dropped the healing part of the Turret and decided to use it for offense alone. 

 

Support Nanobots Isida is basically 2010-2012 Isida without the Vampire effect. And current Isida is completely different from its former self. 

If I'm not mistaken it had the same damage values as a Firebird (that's what i remember for the M3 version) which was 24 damage/heal per tick where freeze had 32 damage. It was also more complicated to use because the only way you could heal or do damage was by connecting your beam to the center of a tank, if said tank center was hidden, you'd get killed without being able to do anything. The beam also worked differently, once connected, you could heal a target on any height, provided that it stayed in range of your turret, was actually a cool concept.

Anyway, 24 was also the maximum damage roll a smoky could get.

And it was also the damage of Smoky XT, about that, we should remind somewhere that the Smoky XT LC skin is a thing and should be implemented, right, Robh?

Edited by JustBlackWolf
Vinoh
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I'd like to leave my feedback on the thunder augment "hammer rounds": I thought it was a good idea if it was a change to the legendary tier: I suggest nerfing the augment  that's in the garage (from 50% to 30% or maybe 20%) and create an increase to the legendary level (in the container that would be the enhanced version of it).

 Name: Exponential Function

 Advantage: +50% normal damage

 Disadvantage: - 50% range

 Disadvantage: No splash damage

Note: To maintain balance, it would not have an efficient range and the removal of the splash would be to not damage in close combats.

 And a similar change would be interesting for the Gauss tower (precisely because it has few changes):

 However, I notice that the Gauss turret is nerfed and I ask them to fix it:

 The Gauss EMP/AP turret effects are good, but the last updates are leaving the weapon very compromised and it is not being possible to use it: It is correct to reduce the effects time from 5 sec to 3 sec: So that it is possible to shoot, but as it is, it is not possible to destroy the opponent and the Gauss tower near the thunder tower is unbalanced.  Thanks if you can see this

Edited by Lord_leXI
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10 hours ago, The_one_and_only said:

@Apis_the_Professor, @fire_shoter, @stat.padder

You guys seemed to have joined the game recently(I am judging based on when you first joined the forum) . I have been playing since 2014(on different accounts).

Originally, Isida used to have twice as much healing, with relatively the same damage as you see now. Hence you could heal or attack easily. However, the devs decided to change this quite a while back and I quote(may not be exactly the same but similar) Hazel saying in one of the vlogs that " we want the players to choose whether they want to heal or attack but not both" so I was surprised when they added the Healing Emitters augment only without reducing any damage and to such a high tier rarity.

I mean, they said that they wouldn't revert any of the updates and Isida would have never gotten its vampire ability back.

Then introduced vampire nanobots and made a cringy joke in their v-log with Opex pretending to be oblivious about what they said in the past. Everyone happy after that 

TtFpL1a.jpeg

Edited by JustBlackWolf
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As a HE Shaft Main i can tell that its perfectly balanced.

1. ITS LEGENDARY Augment! not 250k cry garage augment you can buy anytime. how many times did you get augment you wanted from legendary tier? getting HE shaft is actualy like a thousand times harder than nanobot.

2. No criticals is actualy a big deal both for healing and demage.

3. Everyone and their grandma has 50% shaft prot all of a sudden so its demage is already nerfed you can say. 

I would say HE Shaft needs some kind of indicator that teammate is being healed that can be obvious so people can  stop using repair while at full HP thinking that they still have no HP left after i healed them also it would be more fair to enemy. Another than that i see no need to change HE Shaft. Finding a healer is already once a lifetime event and HE Shaft is one of the rarest augments from what i noticed. 

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4 hours ago, Apis_the_Professor said:

This part solely is enough to understand that your posts are irrelevant and useless.

Calling someone a simpleton just because one disagrees with someone's statement. That's just pathetic.

He rightfully called you a penny pincher.

Let me break it for you. You have actually been agitated because I can see that you are actually a juggernaut's slave whose only purpose is to heal their master.

Opposing team always go after juggernaut's slave and that's where shafts come in handy. They help their teammates by sniping juggernaut's isida-slave and by healing their teammates so they can estinguish juggernaut's slave and juggernaut with Viking's OD.

And that's fair, you gotta get rid of the slaves somehow and if it is by using shaft HE to better your team, I see no problem in that.

l8yNX5R.jpg

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I hate to say it, but no. Healing Shaft is balanced. We have too many offensive monsters that specialise into burst damage now - the game is balanced because stats all around the board are broken. If the pace of the game is slowed down, sure, we can look at nerfing it then. But currently, Healing Emitters has a tough time surviving long enough to heal - and even if it does, who's to say that it can do so successfully? A pair of Booster RFMs can nuke the hell out of a heavy before a Booster Healing Emitters can save it, in a 2v2. This should be indicative of plenty.

The less time it takes to kill someone, the less worthwhile healing is. Prior to this patch, I would agree that it probably should have had at least one of its aspects tuned down, as the only augments with sufficient kill power to neuter it were legendary augments. Now, we have Sledgehammer, RFM, Short-Band Emitters, Electromagnetic Accelerator "Scout", Adrenaline Thunder - pick one, coordinate with a teammate - like healing emitters requires you to do - and blast whoever they're healing into smithereens. 

Also, if any of you want to complain about protection modules saving them, that's an entirely different topic that I think I have made my views very clear on. 

It's not great how the game is and I don't think the rarity is why Healing Emitters doesn't need a nerf, but...this is the healthiest the game has been in a very, very long time - I would say since the introduction of AP augments to the game.

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6 hours ago, The_one_and_only said:

True, Helios should not have been added. In fact, plasma torch is a way better and balanced option.

Nah. Helios and Plasma Torch were setting an unhealthy precedence that the paid version is directly better than the garage version.

Recent updates have said no to that, thankfully.

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On 6/2/2022 at 1:13 PM, Me0w_XP said:

Sounds a little like Turbo Accelerators...

Indeed it does

 

On 6/2/2022 at 12:19 PM, frederik123456 said:

Interesting idea, Would be nice as an augment purchasable for crystals, as we haven´t gotten any new of those lately.

True

On 6/2/2022 at 12:01 PM, Jaden_Master_Ultra said:

This Augment will allow the player to shoot out of both the barrels at the same time but the damage from the plasma will be reduced and critical damage will be disabled.

Yeah, when I was like 13 I thought of an idea like this too.

Before, Twins was just known for DPS and impact force, and it could've been OP.

Now Ig, it would be pretty cool. Hopefully as a crystal-augment.

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We're all familiar with those Teslas that stay in particular parts of the base, endlessly holding down their firing button. That's what Dilatory Protocol was reduced to after its nerfs last year. It has little practical usage over the other augments that have the same availability as it. I'd like to suggest these changes to it so that it can now be used as a viable offensive option while decreasing its camping comfort a bit.

 

Current: 

Quote

Ball lightning reload: +200% (-)

Ball ligthning speed: =1 m/sec (=)

Ball lightning range: -50% (-)

 

New:

Quote

Range to first target: +25% (+)

Ball lightning connect range: +20% (+)

Ball lightning reload: +250% (-)

Ball lightning speed: =1 m/sec (=)

Ball lightning range: -60% (-)


Dilatory Protocol's distinction against Minus-Field, Acceleration Protocol and Adrenaline will be that it has slightly more reach than the others outside of a ball and with a ball due to the increased unavailability of its own ball. Where other Teslas can easily deploy a ball when an engagement begins, a Dilatory will not always have this luxury. This will have it more dependant on ally/enemy balls. 

 

Those that use it for camping will notice some discomfort when attempting to deploy a 2nd ball in cramped spaces (middle castle of Cologne, castle walls in Yorkshire, etc.) but it is made up partly by the slightly increased range. These new settings will make it uncomfortable for camping use with the Mk1, Mk2 and Mk3 modifications but that should not be a problem in the big picture because you unlock augments by the time you should be at Mk3 and new players using it won't immediately go to camp with it. 

What do you guys think? Would it be too powerful? Would it invigorate you to try it out for more variety of offensive Tesla gameplay? 

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2 hours ago, NikmanGT said:

Well, if it reduces some sort of camping phenomenon with respect to the augment, then it's a positive change.

There's not much you can do about the camping bit. It is baked into the augment's parameters for it be good at holding a specific point. At best you can tweak the augment parameters so that it becomes comfortable to use for offensive purposes and less comfortable to use for defensive purposes. 

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25 minutes ago, TheCongoSpider said:

There's not much you can do about the camping bit. It is baked into the augment's parameters for it be good at holding a specific point. At best you can tweak the augment parameters so that it becomes comfortable to use for offensive purposes and less comfortable to use for defensive purposes. 

Exactly yeah, like making ball a bit faster or by increasing the time at which you can produce subsequent electric balls;

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