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Ideas for Augments!


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Well Shaft is a long range turret, even arcade shots can reach enemies at higher distance, hence arcading them via crit and wiping them via scope seems viable alternative to boost's shaft's performance.

Also, it is somewhat equivalent to the point that even a small scope shot provides AP to enemies, Hence you can quickly AP the enemies via quick scope without consuming much energy.

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9 hours ago, NikmanGT said:

Also, it is somewhat equivalent to the point that even a small scope shot provides AP to enemies, Hence you can quickly AP the enemies via quick scope without consuming much energy.

What I dislike about the 10-second change is that it was meant to place emphasis on combining arcade shots with scoped shots, but non-critical arcade shots are laughably weak at long range.

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True you could quick scope an AP at close range, but found it harder to do than arcade shots. It would just be nice to get that critical hit AP chance

with arcade shots at close range while trying to defend yourself from close range deadly melee tanks with high eagle protection mods.

 

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Striker Augments - Continued here >> as Page ideas-for-augments/page/136/  Post has alot of ideas in My Previous post of -Striker Augments-

Thinner but more Effienct and Streamlined Rockets were Developed by a engineer who thought Striker Rockets could be better at Distances  so he made Designs similar to a Torpedo that may be Lower in Damage but they Travel further and made the Targeting system better at keeping Focused on the Enemy , Enginering had to cut back its Salvo for the Other stuff to Work  (Salvo had to be changed to similar rockets as Normal mode but Go straight Forward at last spot the Enemy was 

Torpedo Rocket Augment - Rockets In this Augment are Smaller But make the Turret change from Medium to Medium / long range instead 

-Pro-  -Advantages- Plus.png  Rockets Travel Further and faster speed  , targeter has a better laser (wider width)  , fast reload and fast target system For Salvos  to Aqquire target 

-Con-  -Disadvantages Minus.png .  Damage is Reduced -by at least 10 to 25% ,  Salvo Mode Rockets can be Avoided easier as they Dont Home on Target Enemy And are Slower 

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A new Augment for Shaft! Augment that lets you shoot through multiple tanks! It used to do that a long time ago! Please consider this Augment, because as we can see with every new HD Turret new Augment come out!

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On 7/25/2022 at 8:42 AM, hubertuka said:

A new Augment for Shaft! Augment that lets you shoot through multiple tanks! It used to do that a long time ago! Please consider this Augment, because as we can see with every new HD Turret new Augment come out!

Hm... this is a pretty neat idea really. What are you thinking about for disadvantages? I think we should try to stay away from changing the damage and reload. What do you think about my idea:

Advantages: Penetration: =100%
Disadvantages: Impact force removed or reduced

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On 7/25/2022 at 3:19 PM, Me0w_XP said:

Hm... this is a pretty neat idea really. What are you thinking about for disadvantages? I think we should try to stay away from changing the damage and reload. What do you think about my idea:

Advantages: Penetration: =100%
Disadvantages: Impact force removed or reduced

The augments are now called as such, rather than alterations - that they don't necessarily need to come with any disadvantages. This feature of Shaft was quite situational and difficult to employ due to the scope mode's limited vision - albeit it was fun to use, so it would be cool to see it come back. Still, to make it somewhat different and not just "restore-a-feature-with-a-premium-augment", I'd propose something like this;
Advantages:
+ penetration = 100%

+ impact force increased by 50%
+ energy regeneration rate increased by 30%
+ sniping shot charging rate increased by 25%

Disadvantages:
- arcade mode damage reduced by 70%
- critical hit removed


As for a name... I suppose <<Excalibur Emitters>> would work quite well. Thoughts?

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On 7/25/2022 at 11:28 AM, Kazareen said:

The augments are now called as such, rather than alterations - that they don't necessarily need to come with any disadvantages. This feature of Shaft was quite situational and difficult to employ due to the scope mode's limited vision - albeit it was fun to use, so it would be cool to see it come back. Still, to make it somewhat different and not just "restore-a-feature-with-a-premium-augment", I'd propose something like this;
Advantages:
+ penetration = 100%

+ impact force increased by 50%
+ energy regeneration rate increased by 30%
+ sniping shot charging rate increased by 25%

Disadvantages:
- arcade mode damage reduced by 70%
- critical hit removed


As for a name... I suppose <<Excalibur Emitters>> would work quite well. Thoughts?

This would be the opposite of RFM right? A dead arcade in return for a buffed sniping mode. I don't know if many would go for this, especially since Eagle modules are more common nowadays.

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Many times, players using Striker set one of their opponents as the target and launch missiles on the opponent (using laser targeting system). Often the opponents hide behind a house, building or any other structure to defend themselves. On doing this, the missiles launched are exploded on the surface behind which the opponent is hiding and they get wasted. I have an idea of an augment for this:-

When a player launches the missiles at his/her enemy, and the enemy hides behind any structure, the missiles would automatically set any other enemy tank present nearby as target and attack it instead of the first targeted enemy tank. If the nearby present enemy also hides behind a structure, the missiles would again set any other enemy tank present nearby as target and attack it. The same thing would go on until the missiles explode on any enemy tank or if an ally tank comes in between and the missiles explode on his/her tank.

This augment has both advantages and disadvantages.

Advantages:-

The rockets will explode on a nearby enemy tank if the targeted enemy tank hides behind a structure.

The minimum and maximum projectile speed will increase by 30% if another target is set (so that it won't get enough time to hide behind any structure).

Disadvantages:-

If another tank is set as target, the turret will take +3 seconds for reloading.

If an enemy tank is very close to your tank, you won't be able to use laser targeting system to attack him/her. 

The 2nd disadvantage is optional, and I also have another option for a disadvantage:-

Instead of the minimum and maximum projectile speed being increased by 30% (if any other enemy tank is targeted), it can be decreased by 30% if the direction of the missiles is changed (because the missiles would slow down on changing the direction).

If this ?? disadvantage is taken into consideration, I think that the disadvantage of the reloading time being increased by 3 seconds (if any other enemy tank is targeted) is not necessary.

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On 7/25/2022 at 5:04 PM, Me0w_XP said:

This would be the opposite of RFM right? A dead arcade in return for a buffed sniping mode. I don't know if many would go for this, especially since Eagle modules are more common nowadays.

Meta shifts constantly, and sniping Shafts are just fine even against modules most of the time. Besides, even if it can't actually one-shot anyone, it should still pose a significant threat if it can pierce a few tanks in siege, ctf defense base or assault. Plus, with increased impact force, it would pose a threat to light hulls making an escape with the flag/ball - it could possibly flip them or knock them off course and smash into a wall. Not everything has to kill the enemy in <2 seconds to be strong, after all.

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On 7/26/2022 at 10:17 AM, Kazareen said:

Meta shifts constantly, and sniping Shafts are just fine even against modules most of the time. Besides, even if it can't actually one-shot anyone, it should still pose a significant threat if it can pierce a few tanks in siege, ctf defense base or assault. Plus, with increased impact force, it would pose a threat to light hulls making an escape with the flag/ball - it could possibly flip them or knock them off course and smash into a wall. Not everything has to kill the enemy in <2 seconds to be strong, after all.

The problem is that +30% recharge rate probably isn't fast enough to justify such a hit to arcade damage.

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On 7/26/2022 at 5:11 PM, Me0w_XP said:

The problem is that +30% recharge rate probably isn't fast enough to justify such a hit to arcade damage.

It's basically a 2.7s cooldown reduction, and there is also the speed-up on the sniping shot charge-up. Giving it any more would make it a bit too much, methinks. The pre-nerf Shaft was really busted. We could increase its penetration to 150%, but then it would have to be a legendary augment for sure.

Edited by Kazareen

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On 7/26/2022 at 11:42 AM, Kazareen said:

It's basically a 2.7s cooldown reduction, and there is also the speed-up on the sniping shot charge-up. Giving it any more would make it a bit too much, methinks. The pre-nerf Shaft was really busted. We could increase its penetration to 150%, but then it would have to be a legendary augment for sure.

If I'm correct in interpreting the parameters of your idea, it would be a camping based Shaft then?

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On 7/26/2022 at 5:21 PM, Me0w_XP said:

If I'm correct in interpreting the parameters of your idea, it would be a camping based Shaft then?

Hmm. Its maximum reload would be more-or-less 6 seconds, it could charge-up a shot much quicker and a hit to the side of the hull could knock an enemy off their way - so while it can be a great choice for camping, it would be more than capable of assuming a more active role.

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On 7/26/2022 at 12:37 PM, Kazareen said:

Hmm. Its maximum reload would be more-or-less 6 seconds, it could charge-up a shot much quicker and a hit to the side of the hull could knock an enemy off their way - so while it can be a great choice for camping, it would be more than capable of assuming a more active role.

So an augment for playing at mid or camping?

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On 7/26/2022 at 12:40 PM, Kazareen said:

Yep. The opposite of RFM, as you put it.

Ah! Well, it is certainly a unique augment, I will give you that. It's a sort of playstyle I may enjoy; I'm just not sure if the players who prefer burst damage over skilled tactics would like it. It is feasible but its theoretical popularity is yet to be determined, I suppose.

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On 7/25/2022 at 5:19 PM, Me0w_XP said:

Hm... this is a pretty neat idea really. What are you thinking about for disadvantages? I think we should try to stay away from changing the damage and reload. What do you think about my idea:

Advantages: Penetration: =100%
Disadvantages: Impact force removed or reduced

Yes! I agree with your idea about advantages and disadvantages, because it would be a really situational Augment!

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since we got new not-status augments, it's time for old idea for rico

augment increase damage with each bounce

approximate params:

- damage +200-300% with each bounce

- range +20m for each bounce

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On 8/8/2022 at 10:05 AM, Entropy said:

since we got new not-status augments, it's time for old idea for rico

augment increase damage with each bounce

approximate params:

- damage +200-300% with each bounce

- range +20m for each bounce

Also, for each bounce the speed of the shot increases, initial speed is the lowest however the final bounce is the highest one as 1000 m/s , How do you evaluate this additional feature for your rico augment?
By the way, it can also be visa versa as the initial shot has the highest speed, instead, the final shot has the lowest speed?

Edited by SulfuricAcid

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On 8/8/2022 at 10:28 AM, SulfuricAcid said:

Also, for each bounce the speed of the shot increases, initial speed is the lowest however the final bounce is the highest one as 1000 m/s , How do you evaluate this additional feature for your rico augment?
By the way, it can also be visa versa as the initial shot has the highest speed, instead, the final shot has the lowest speed?

sounds good, but devs capped number of bounces at 10, so idk if it even needed

i think number of bounces should be increased to 20 then as well

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On 8/8/2022 at 1:35 AM, Entropy said:

since we got new not-status augments, it's time for old idea for rico

augment increase damage with each bounce

approximate params:

- damage +200-300% with each bounce

- range +20m for each bounce

So you instantly one-shot a light hull with a bounced shot and get more range on it as well? Doesn't seem fair to have no disadvantages for this. 

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On 8/8/2022 at 6:35 AM, TheCongoSpider said:

So you instantly one-shot a light hull with a bounced shot and get more range on it as well? Doesn't seem fair to have no disadvantages for this. 

Single-shot reload = 10 seconds

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On 8/8/2022 at 1:35 PM, TheCongoSpider said:

So you instantly one-shot a light hull with a bounced shot and get more range on it as well? Doesn't seem fair to have no disadvantages for this. 

numbers is offhand

may be +100%, may be auto-aim balls after bouncing, so many ways to make it interesting

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I would be for the increased range and speed after each bounce, not so much for the dmg boost.

Basically I would love to play the very very old 2011 type of richochet again.

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