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Ideas for Augments!


Maf
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This augment is a heavy portable polarizer, that based on Paladin's OD mechanic.

  • Critical hits Polarize the ally for 1 second
  • Maximum critical healing chance: +400%
  • Critical healing: -95%
  • Rotation speed: -50%
  • Rotation acceleration: -50%
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I have augment idea for Scorpion turret.

The turret can shoot shells when using warhead mode and someone is attacking you and turret is shooting threat (enemy).

Plus Advantages

Auto defence mechanism

 

Disadvantages

Reload speed +2 secs

Crit damage -99 hp deal

Rotation speed -12%

Warhead damage -99 hp deal

Augment is called "Corsair"

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Gauss currently only has one augment you can buy for crystals, and two you can get from container, which is significantly less than other turrets

Augment 1 Explosive rounds

Increased splash damage so splash damage becomes the focus on both normal and sniping mode. (similar to the new thunder augment which focusses on splash damage)

Augment 2 Armoured rounds

No splash damage but significantly increased direct damage on normal and sniping shots

 

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I have an idea for 2 new augments for hulls.

Splash resistance : reduce 50% of the splash damage (rare category on containers like heat and cold resistance).

Splash immunity : immune from splash damage only (epic category on containers like EMP/Stun...Immunity).

These augments only protect you from splash damage that means if you are directly shot (by a thunder for example), you take damage.

These augments protect from splash damage of : Thunder, Blaster drone, twins, gauss, striker, magnum, augment that make the ability to deal splash damage (destabilized plasma etc...), crusader OD etc...

I'm not sure if Wasp, Hunter, Hopper OD's count as splash damage so I didn't mention them.

I think it's also a nice way to reduce the power of vaccum shell augment of thunder instead of nerf it, and also nerf EMP immunity a little because everyone use EMP immunty.

Hope I will see these augments on the game ?

 

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Nice idea!

On 9/4/2022 at 9:33 AM, infernal6 said:

I'm not sure if Wasp, Hunter, Hopper OD's count as splash damage so I didn't mention them.

These would not count, as they are now classified as the new Chaos damage type.

  • Agree 2

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On 9/4/2022 at 10:33 AM, infernal6 said:

I have an idea for 2 new augments for hulls.

Splash resistance : reduce 50% of the splash damage (rare category on containers like heat and cold resistance).

Splash immunity : immune from splash damage only (epic category on containers like EMP/Stun...Immunity).

These augments only protect you from splash damage that means if you are directly shot (by a thunder for example), you take damage.

These augments protect from splash damage of : Thunder, Blaster drone, twins, gauss, striker, magnum, augment that make the ability to deal splash damage (destabilized plasma etc...), crusader OD etc...

I'm not sure if Wasp, Hunter, Hopper OD's count as splash damage so I didn't mention them.

I think it's also a nice way to reduce the power of vaccum shell augment of thunder instead of nerf it, and also nerf EMP immunity a little because everyone use EMP immunty.

Hope I will see these augments on the game ?

 

 

On 9/4/2022 at 11:26 AM, frederik123456 said:

Nice idea!

These would not count, as they are now classified as the new Chaos damage type.

but.. regular modules protect from splash as well. beside the fact tha immunities are against statuses, not damage

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what do you think about a hyperbeam augment for tesla?

of course it would have to be exotic rarity 

it would have a critical hit from the charge up 

it would knockout enemies Overdrive and Supplies for 10s

penetration would be 200% 

EMP enemy tanks in a row preventing them to move for 5s

you will only be able to use it once

the shot warmup is 10s 

accept it, deny it, doesn't matter to me 

 

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Round Destabilization was changed to become an augment that deals infrequent but powerful burst damage. Even though this can make for some amazing shots/kills, it takes away from the practicality of the augment. With these settings, the augment performs rather poorly in average 1v1s as it's extremely unreliable.

We've seen augments that tweak critical chance such as Round Stabilization or Blunderbuss. Thus, Round Destabilization should have the following settings:

Critical damage: +25%
Critical damage chance: =50%

Normal damage: -80%

With these settings, Destabilization will have an equal chance of dealing high damage or no damage, and since it would have a greater critical chance than now, its critical damage increase won't be nearly as high. Additionally, since it would have increased consistency with critical hits, normal hits would be even weaker to balance that. This would make Destabilization more consistent and reliable, but not super broken either. Having a 50% chance also matches the idea of being entirely luck-based as well, since a 30% chance is skewed which takes away from the pure RNG mechanic of this augment.

 

Edited by Me0w_XP

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On 6/22/2022 at 9:22 PM, The_Resistance said:

 

On 7/19/2022 at 2:36 PM, cybernite said:

 

On 7/26/2022 at 1:16 PM, Master_Blaster said:

 

On 8/8/2022 at 11:05 AM, Entropy said:

 

On 8/28/2022 at 11:52 PM, The_Voltage said:

 

Topic Merged

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so, we already know that those existing augments for railgun work like this:

scout - less damage, fast reload

large caliber rounds - greater damage, slow reload.

but imagine a rare augment that could do both, depended on how long you hold the spacebar.

duration of holding the spacebar = duration of the "warmup time"

if the user just "taps" the spacebar, it will shoot quickly (with less warmup time), dealing a weak damage (just like scout) and the next shot reloads quickly.

if the user holds the spacebar, the potential damage will increase gradually, reaching its maximum at around 3000 or 3500. dealing higher damage with longer warmup and the next reload will be much slower.

this could be a very rare augment, only found in ultra containers

sounds like a good idea to me :))

 

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Under review

Good idea, but possibly too significant of a change for just one augment. I don't think there's any augment right now that completely changes the way a turret is fired — even augments like Shaft RFM and Striker "Hunter" still have the usual two firing modes, despite parameters being far from default.

But I really like the concept. I would actually consider using railgun in MM if I could get this augment.

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On 9/21/2022 at 8:18 PM, cybernite said:

Ya, Rail needs some improvement. I rarely use.

 

Railgun has a critical scheme that doesn't work well with its fire rate. Look at Scorpion, which has a higher firing rate and the same critical hit scheme, or Scout which increases its fire rate. Both of them get way more critical hits than stock Railgun.

 

Also, the 1.6 second warmup is just painful.

Edited by Me0w_XP
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Striker's "uranium" missile launcher needs buff.

I bought this augment now and, it's so bad... That's why no one is using it... With these new augments for other towers this augment is out of date.

Uranium needs a little bit more speed and needs critical hits as well. In its own description it's not saying that this augment doesn't have critical hits, but when you buy it... You see, you don't have critical hits. ???

For example there are many turrets with OP upgrades, which can kill Dictator Mk7-20 with 1 hit... Now it's unbalanced for Uranium, too slow and no critical hits.

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On 9/25/2022 at 9:24 AM, The_Resistance said:

is this shaft without the scope?

well basically yes, plus its ability to penetrate multiple tanks. but who cares when augments like explosive shells can turn smoky into thunder and shaft can heal like isida

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On 9/24/2022 at 10:25 PM, DragonKnight_Fighter said:

it maybe slow, but the damage dealt by one massive rocket is higher compared to other augments.  

Yes, the damage is higher, but it's not worth using, because you lose all crits and it's very slow.
On enemies without protection my Full Striker hits 2700, but I lose all the function of my Dictator overdrive for example...
See this, with Adrenaline augment (and little health left), my Striker hits 4000 almost 5000 per shot on unprotected enemies, almost double the Uranium!

Considering only this, the higher damage, today it is already outdated. It's true that it used to have a lot more effect on past, however, today with these OP turrets and your OP augments, like Skorpion, it's totally outdated.

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On 9/25/2022 at 2:59 PM, K3U said:

well basically yes, plus its ability to penetrate multiple tanks. but who cares when augments like explosive shells can turn smoky into thunder and shaft can heal like isida

I think that either give railgun ability to charge shots or kill shaft's scope mode would be difficult. But new turret with this mechanic would be cool ?

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Well with my mammoth I use Uranium sometimes and do ok usually; can get into top3. I like STRIKER AP but with lots of ORCA and AP Immune; just use Uranium for

raw damage output. Good point about Adrenaline; but then you need to be on low energy to get that boost which is risky; adrenaline freeze is good though I used but not striker.

 

Ya, if the reload time was faster that would help; but I guess keep the missiles slower.  I don't see many players using it; the big trend lately is scorpion.

I agree with you some sort of buff would help.

 

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On 9/26/2022 at 12:07 AM, AzaborBR said:

Yes, the damage is higher, but it's not worth using, because you lose all crits and it's very slow.
On enemies without protection my Full Striker hits 2700, but I lose all the function of my Dictator overdrive for example...
See this, with Adrenaline augment (and little health left), my Striker hits 4000 almost 5000 per shot on unprotected enemies, almost double the Uranium!

Considering only this, the higher damage, today it is already outdated. It's true that it used to have a lot more effect on past, however, today with these OP turrets and your OP augments, like Skorpion, it's totally outdated.

Striker status augments are the best 
If you are looking for multiple fatalities, Cyclone augment is the one
Uranium augment is mainly used in short-range maps cuz of the slow speed and max damage

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