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Ideas for Augments!


Maf
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Recently, the mortar augment for magnum was changed from epic category to legendary category for god knows what reason. It's one of the worst among the augments of magnum. So... I've been thinking about this tweak for a while to make this augment usable again.
Since there exists an incendiary core augment for magnum which applies heat to all damaged tanks, it isn't impossible for there to exist an augment which works as a normal magnum, but lays mines where the shot lands. 
What makes this augment in it's current state so unusable is because of the fact that mines only have a lifetime of 60 seconds, and obviously, the decrease in radius of splash damage largely.
Mines deal significantly low damage currently. Considering magnum's reload, you can only have very few mines active at a time -  due to mine lifetime being only 60 seconds, which doesn't make that much of an offense.

Suggestions:
Magnum mortar will work as a normal magnum, (Control mode set to normal but that's optional) but lays mines on places of impact. 
- Splash damage radius reduction 
removed
 

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It would be best if you can switch easily between shooting normal shots and shoot away supplies.

Maybe you can switch between them by pressing the fire-button, and the recharge meter loads up until you're in the supply shooting mode, it lets you fire one supply shot then there's a recharge maybe until the next time, and you go back to shooting normal shots.

The supply shot either leaves one or a few "all in one" boxes (activates like Dictator OD), or maybe many simple supply boxes and players can pick what they want to pick up and what they want to leave on the ground if they need it later.

Enemies can also pick up the supplies, so aim well!

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On 6/23/2023 at 7:09 AM, DragonKnight said:

which supply will the magnum turret will shoot?

Either a supply the player chooses, or an all-in-one supply that activates all that once.

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A billion times have I suggested this (Obviously an exaggeration but it's close) and no developer paid the slightest to it. Probably because it's an insignificant augment none really cares about. But was it added to the game to be like this? ( If yes, why even add it in the first place?)
Add aim assist on allies for nanotech shells augment.

If shaft with healing emitters have it on allies, so should this augment.
Maybe try to rejuvenate dead augments instead of making new overpowered augments and creating game imbalances. Of course, in previous updates we have seen the nerfing and buffing of different existing augments, but some augments are literally just left for dead. Why even add this augment when it isn't even looked into after? 
I don't even have to mention sledgehammer here (I did, sorry).

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On 1/24/2023 at 7:24 PM, N-B-A said:

 

On 2/18/2023 at 12:08 AM, Jaden_Master_XXX said:

 

On 2/18/2023 at 6:18 AM, jessecool123 said:

 

On 2/18/2023 at 10:25 PM, It_Aint_Too_Late said:

 

On 2/14/2023 at 3:23 AM, jessecool123 said:

 

On 2/5/2023 at 1:26 AM, Broocker said:

 

Topic Merged

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My suggestion is simple. 

A small change to how mangum AP will apply Armor piercing. Instead of applying AP on direct hits only, AP will be applied to all targets within explosion radius. 

( Since status effect augments for a specific turret are very similar in their mechanics, AP magnum will work just like EMP mangum and Incendiary Mangum.)

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Overheal Augment for Isida

This augment allows the user to heal teammates over their maximum health at the cost of the user's health and regular damage.

Advantages:

+ Health of teammate: +8%

Disadvantages:

- Health: -15%
- Regular Damage: 15%

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If you do it for AP Magnum, it also needs to be done for all Magnum status augments to keep things consistent. Although, I personally disagree with the idea as a whole. Many players are already very precise with Magnum, and now that it even has the projectile flight path indicator, landing direct hits with Magnum is not that difficult. Giving out guaranteed status debuffs on any splash damage would be way too OP. It also rewards poor aiming - why would we want that?

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On 7/17/2023 at 8:16 AM, Maf said:

If you do it for AP Magnum, it also needs to be done for all Magnum status augments to keep things consistent. Although, I personally disagree with the idea as a whole. Many players are already very precise with Magnum, and now that it even has the projectile flight path indicator, landing direct hits with Magnum is not that difficult. Giving out guaranteed status debuffs on any splash damage would be way too OP.

Agreed. What makes AP magnum fun is exactly that you need to be precuse (even though now it's easier with the indicators). So i stead of changing AP magnum, i'd prefer to see the ither 2 status augments changed.

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On 7/17/2023 at 11:46 AM, Maf said:

If you do it for AP Magnum, it also needs to be done for all Magnum status augments to keep things consistent. Although, I personally disagree with the idea as a whole. Many players are already very precise with Magnum, and now that it even has the projectile flight path indicator, landing direct hits with Magnum is not that difficult. Giving out guaranteed status debuffs on any splash damage would be way too OP. It also rewards poor aiming - why would we want that?

I made this post having this very thought in mind. It seems you're forgetting that the new magnum augment deals EMP to all enemies in splash damage radius, on every, single, shot. Either the EMP augment gets nerfed to only apply the status effect on direct hits, or make all the other ones just like it.

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On 7/17/2023 at 10:08 AM, It_Aint_Too_Late said:

I made this post having this very thought in mind. It seems you're forgetting that the new magnum augment deals EMP to all enemies in splash damage radius, on every, single, shot.

It doesn't. It works exactly like AP Magnum does where only 5m from ground zero applies the effect. This misunderstanding is on the devs for having inconsistent lines in patch notes for new augments. 

 

For now there isn't a reason to assume that Stun Magnum will be on the entire splash radius. Incendiary is the only one that applies the effect in the entire radius so it would make sense if Cryo Magnum does the same. 

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On 7/17/2023 at 6:08 PM, It_Aint_Too_Late said:

I made this post having this very thought in mind. It seems you're forgetting that the new magnum augment deals EMP to all enemies in splash damage radius, on every, single, shot. Either the EMP augment gets nerfed to only apply the status effect on direct hits, or make all the other ones just like it.

So then you should have suggested to nerf the EMP augment, not the other way around. Best to leave all feedback about recent updates in the relevant patch notes topic.

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EMP magnum works just like AP Magnum. The Only reason burn magnum applies burn on splash is because
1. Burn effect is completely useless stop pretending like its anything close to EMP or AP or even Freezing

2. Look at burn effect as maximum 1200 damage on magnum or most likely as extra 150 damage + enemy using repair kit. 

EMP and AP are way more OP than burn so there is no reason to buff AP magnum. Do you want more magnum campers? I don't. Also with the "Arrow for Noobs" update for magnum there is literally no reason why you can't do a direct hit 24/7

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On 7/17/2023 at 5:02 PM, TheCongoSpider said:

It doesn't. It works exactly like AP Magnum does where only 5m from ground zero applies the effect. This misunderstanding is on the devs for having inconsistent lines in patch notes for new augments. 

 

For now there isn't a reason to assume that Stun Magnum will be on the entire splash radius. Incendiary is the only one that applies the effect in the entire radius so it would make sense if Cryo Magnum does the same. 

 This makes the most sense, and I'm not sure why can't they give us direct info on what an augment currently does in the game itself rather than throw in some useless fluff and refer us to the wiki which may or may not be up to date - I'm sure it would be possible to automate this too by tying the current parameters to those descriptions.
 I personally believe the matter of the range on Mag's debuffs is logical in this set-up - Burning and Freezing are different, and generally weaker than EMP/AP/Stun (unsure about Jammer, it's pretty inconsistent; some turrets apply it with every hit, some with crits only), so it is reasonable to apply the debuff on the entire splash with the former and the limited 5m to the latter. At this point it's not even about accuracy, but the ability to burn/freeze multiple tanks at once; to punish grouping (which can be pretty toxic in modes like Siege, but that one has bigger "problems" - namely Tesla).

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On 7/17/2023 at 8:48 PM, Maf said:

So then you should have suggested to nerf the EMP augment, not the other way around. Best to leave all feedback about recent updates in the relevant patch notes topic.

Actually getting the developers' attention in suggesting nerfs in ideas and suggestions have been one of the few failures of my life. That's why I proposed it the other way around. And it will obviously give rise to the other option ?

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On 7/17/2023 at 8:32 PM, TheCongoSpider said:

It doesn't. It works exactly like AP Magnum does where only 5m from ground zero applies the effect. This misunderstanding is on the devs for having inconsistent lines in patch notes for new augments. 

 

For now there isn't a reason to assume that Stun Magnum will be on the entire splash radius. Incendiary is the only one that applies the effect in the entire radius so it would make sense if Cryo Magnum does the same. 

I looked it up. It's true. This was all just a misunderstanding.

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Good morning.. Me as a player for over a decade love the game but now i'm beginning to notice  how really  the game is changing for the worse.I know somebody have to see that the weapons like  shaft , Vulcan is not firing fast after you reach maximum upgrade. I notice overtime I micro-upgraded the shots got smaller and slower shaft is useless cause it  load to slow ..people beginning to think it's all about who spends money instead of keeping the game even and at least have a advantage as your enemy , seems like same weapons and turrets get the best upgrades and rapid firing. If you ever try to shoot a floating tank it's hard so I asked in a previous letter why don't you Ladies and Gentlemans make magnetic mines to blow up  palatine, ares,crusader and hopper.Players are noticing how hard it is to kill red team don't nothing disappear from the protection and they can get shot by 4 allies team players at same time..im just saying can they make tanks load faster if some tanks get best upgrades.. thanks 

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On 7/24/2023 at 12:03 AM, Ghost-Runner said:

why don't you Ladies and Gentlemans make magnetic mines to blow up  palatine, ares,crusader and hopper.

Mines damage hovering hulls.

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Missile Launcher "Aura" for Scorpion

A rapid-fire warhead launcher. The salvo launches an enormous amount of uncontrollable explosive warheads with decreased damage. Due to the lack of aiming system and the smaller size, it is possible to cram multiple warheads into the launcher. The long duration of warhead attack allows switching between enemies while shooting without interrupting the rain of warheads. Not that the tanker had a choice to interrupt the warhead rain anyway. Uses high-integrity explosive warheads that have more splash radius than usual explosive warheads. Main barrel uses slow velocity shells that are weaker than standard cumulative shells.

ADVANTAGES
  • Rockets per salvo = +10 (20 total)
  • Pause between salvo's rockets: -50%
  • Aiming time: -75%
  • Rocket acceleration phase duration: -99%
  • Minimum rocket speed: +500%
  • Maximum rocket speed: +200%
  • Rocket minimum splash damage radius: 15m
  • Rocket average splash damage radius: 25m
  • Salvo reload time: -25%

 

DISADVANTAGES
  • Critical damage: -50%
  • Damage: -60%
  • Arcade shot damage: -99%
  • Arcade reload time: +50%
  • Projectile speed: -75%

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On 3/15/2023 at 1:06 AM, Noob_001 said:

 

On 5/7/2023 at 9:48 PM, It_Aint_Too_Late said:

 

On 5/13/2023 at 1:21 PM, cybernite said:

 

On 5/3/2023 at 10:31 PM, brennty said:

 

On 4/25/2023 at 3:45 AM, PirateSpider said:

 

On 6/6/2023 at 11:17 PM, It_Aint_Too_Late said:

 

On 6/1/2023 at 4:29 AM, BullyMaguire said:

 

On 5/30/2023 at 3:31 PM, Noob_001 said:

 

On 5/22/2023 at 7:50 PM, genchandral said:

 

On 6/28/2023 at 12:44 PM, It_Aint_Too_Late said:

 

On 6/9/2023 at 5:16 PM, ekf said:

 

Topic Merged

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On 7/25/2023 at 12:03 PM, TrueAura said:

Missile Launcher "Aura" for Scorpion

A rapid-fire warhead launcher. The salvo launches an enormous amount of uncontrollable explosive warheads with decreased damage. Due to the lack of aiming system and the smaller size, it is possible to cram multiple warheads into the launcher. The long duration of warhead attack allows switching between enemies while shooting without interrupting the rain of warheads. Not that the tanker had a choice to interrupt the warhead rain anyway. Uses high-integrity explosive warheads that have more splash radius than usual explosive warheads. Main barrel uses slow velocity shells that are weaker than standard cumulative shells.

ADVANTAGES
  • Rockets per salvo = +10 (20 total)
  • Pause between salvo's rockets: -50%
  • Aiming time: -75%
  • Rocket acceleration phase duration: -99%
  • Minimum rocket speed: +500%
  • Maximum rocket speed: +200%
  • Rocket minimum splash damage radius: 15m
  • Rocket average splash damage radius: 25m
  • Salvo reload time: -25%

 

DISADVANTAGES
  • Critical damage: -50%
  • Damage: -60%
  • Arcade shot damage: -99%
  • Arcade reload time: +50%
  • Projectile speed: -75%

Is this an attempt to make a Missile Launcher "Hydra" for Scorpion? None of this makes sense unfortunately. 

Edited by TheCongoSpider

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