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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%

20 rockets each dealing 160 damage, 11 arcade damage, and a 14.25 salvo reload?

Actually, if Scorpion rockets were "uncontrollable" they would just fly into the sky.

  • Agree 1

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Idea for an augment for hammer, ricochet, and twins:

 

Healing pellets (Hammer):

  • Strength: Projectiles can heal teammates
  • Neutral: No impact
  • Weakness: Projectiles cannot be bounced off of walls

Healing plasma (Ricochet):

  • Strength: Projectiles can heal teammates
  • Neutral: No impact
  • Weakness: 1 bounce maximum for each projectile

Hyper bounce plasma (ricochet)

  • Strength: The damage of projectiles accelerates each time the projectile bounces off of something (similar idea of hyperspace rounds for railgun)
  • Strength: Unlimited bounces (shot will still die off once it travels the maximum distance)
  • Weakness: Attack rate reduced (Amount would be determined in the testing process)
  • Weakness: Energy consumption increased (Amount would be determined in the testing process)

Healing plasma (Twins):

  • Strength: Projectiles can heal teammates
  • Neutral: No impact
  • Weakness: Projectiles have no splash effect

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On 6/3/2023 at 3:01 PM, Improbable said:

I have a suggestion to make regarding the Thunder augment Nanotech shells. This almost never ever seen in battles as it is mostly overshadowed by Shaft Healing as it is better in every aspect. The auto aim feature for thunder healing is very poor and it is very easy to miss a healing shot to an ally. I would suggest to improve its aiming while healing and also if possible, add splash healing. Since thunder is primarily a splash damage dealing turret and shoots shells, I feel this augment shouldn't divert from the turret's properties. Also, the destroyed tanks are an obstacle while healing teammates whereas Shaft shoots through them. Hence, adding splash heal will make it a worthwhile to use the augment. The information on wiki regarding nanotech shells is very misleading too. "Shells with a high-technology core packed with nanobots. On hit, it heals a teammate. But when you hit an enemy, nanobots play the role of armor-piercing core, albeit a very expensive one." There is no role of armor piercing in game with this augment. I hope you can implement some changes based on the above information. Thank you

 

You forgot that Thunder is not primarily healing turret neither shaft... I am isida user and both thunder and shaft can heal at distances where they are safe against enemy focusing them and still both of them have more healing than basic isida, you can calculate base dmg per sec and actually thunder have most of the healing followed close by shaft and isida is last but it is primarily healing turret thats why it does not have advtanages at short range like freeze, firebird or tesla. Yeah isida with healing augment has more healing but at what cost ? You basically can not kill anyone in 1v1 (you can not defend yourself) and you are still close range healer... dont you want too much for thunder to have most basic healing and additional SPLASH healing ?? Crazy for me... I am crying when I see thunder or shaft healing more than I do and still they are safe protected somewhere behing wall while I must sacrifice my K/D ratio and still am barely healing more than you do...  you can heal and kill enemies without trading you capability to actually defend yourself. I think isida shold be best for healing as a primarily healing turret not last of them with most disadvantages. IS splash healing is a thing then isida is only the one turret suitable for this augment because of factor that you actually put yourself at risk to be focused by enemy team. If they put augment like you suggested then its over for isida for sure... and I wanna my crystal back then.... I refuse to play with short range healing turret that is worse than all of other turrets that aint primarily for healing. 

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On 1/24/2023 at 2:54 PM, N-B-A said:

The pulse of the hammer has a critical damage probability of only 7%. It takes four seconds to restore each clip. It takes 13 attacks to do a critical damage. That's going to take four clips. It takes three seconds to type each clip. It takes four seconds to restore each clip. So It takes 24seconds to trigger a critical damage.  He can't even beat the dragon's breath. I hope the authorities can balance this enhancement. Thank you very much. 

meanwhile twins laughing at corner ? compare that two.... so unbalanced 

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We haven't seen an augment for thunder that allows the shells to ricochet off walls so I have a suggestion  Vacant Shells.

 

Advantages:

* Maximum Ricochet Count: 3 Bounces

* Minimum Ricochet Angle: 5 Degrees

* Reload: -60%

* Turret Rotation Speed: +20%

* Self Damage: -90%

* Critical Damage Chance: +25%

* Projectile Speed: +30%

* Weak Damage: 150%

* Range of minimum damage: -25%

* Range of maximum damage: -35%

* Highlighting range: +75%

 

 

Disadvantages:

* Impact Force: -80%

* Regular Damage: -45%

* Splash Damage Removed

 

 

Note: Just like the Hyperspeed Shells Augments for Thunder, Railgun, and Gauss the amount of damage you deal is distance dependent. If you shoot an enemy from far far away the damage is greater but if you deal damage up close then the damage is weaker. Also i'm pretty sure that this would be the first "Rubberized Rounds" Augment to be released in the game that does more than allowing the shells to ricochet off walls.

 

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The augment seems fine, but I'm more concerned about the confusion of Thunder having two augments that both follow the scheme of "Vac___ Shells"

Anyway, why "vacant", and not just something like... "rubberized"?

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On 9/6/2023 at 12:26 PM, Jaden_Master_XXX said:

Advantages:

* Maximum Ricochet Count: 3 Bounces

* Minimum Ricochet Angle: 5 Degrees

* Reload: -60%

* Turret Rotation Speed: +20%

* Self Damage: -90%

* Critical Damage Chance: +25%

* Projectile Speed: +30%

* Weak Damage: 150%

* Range of minimum damage: -25%

* Range of maximum damage: -35%

* Highlighting range: +75%

 

 

Disadvantages:

* Impact Force: -80%

* Regular Damage: -45%

* Splash Damage Removed

You just turned Thunder into a much better Smoky. 

 

On 9/6/2023 at 12:26 PM, Jaden_Master_XXX said:

Also i'm pretty sure that this would be the first "Rubberized Rounds" Augment to be released in the game that does more than allowing the shells to ricochet off walls.

 

Uranium Shells for Scorpion, which acts as Rubberised Rounds, Sorted Ammunition and Explosive Rounds all in one. 

  • Agree 2

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so right now, tanki made isida's pulsar augment offensive. Emp, ap, and all that stuff. And well, isida is supposed to be a support turret u know, so this... just kinda dum. So im proposing to change the augment to a positive pulsar. When healing teammates, critical healing gives supercharge, polarization, and maybe give the booster, trickster, and defender version of supplies for 10 seconds or so. That way the game wont all be people trying to fight and everyone dying

 Because seriously right now yhe game is just sad. U dont even get to survive for more than a minute usually if u try to attack. Some support augments should be added instead of all offensive.

So whaddya'll think about this? Ofc its best to remove pulsar in general but as that is not an option i came up with hopefully the next best thing. I realise this might be suggested already, but i cant find it so here goes nothing in hopes that it reaches the devs.

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Buff protections and shields , add multiple protection slots.  or just drop all the weapon  augments 

There are too many super destructive weapons augments and far too many critical hits.  Many games it's >50% of the hits that are critical...

Either there are mods I'm not aware of or the weapons are hacked. 

 

As a player you will likely face all different destructive weapons  augments in the same game. .   Most of which leave you cirppled. 

EMP, AP, Pulsar and jammer are all crippling.  Doesn't matter  the protection you choose one of the other 4  or 5 cripplers will get you and then it's a 1 shot death  

So it's just instant death unless you camp and don't play the game. 

 

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On 9/21/2023 at 11:32 PM, PirateSpider said:

The only reason pulsar exists is because a certain somebody thought it'd be "funny" to make such an idea in 2021, and didn't make it obvious that it was a joke. And I'm not talking about @Incorp, I'm talking about someone else.

Its not you is it? :ph34r:

I do remember some topic about something similar with pulsqr but i fotgot the topic creator.

On 9/21/2023 at 11:00 PM, NikmanGT said:

Time to see people abandoning Nanobots and using pulsar as the main source of healing augment then.

that is if they could get it from the containers... nano would still be a free kit if im not wrong. So pulsqr is like an upgraded version. Oh and now i have a bad thought, devs might see this and change nano into the positive pulsar, and keep the old isida pulsar too. That means nano  becomes a UC kit as well.... hopefully that wont happen.

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I think it is obvious that devs moved away from the idea of Isida being solely a support turret long ago when Vampire nanobots have been "reintroduced" to the game. Haven't been following the patch notes closely for a long time, but I remember Isida having higher DPS than both Firebird and Freeze (not sure if I am mistaken here). As such healing was more a special effect of Isida, just like burn, freeze, splash, penetration power, etc of other turrets. Dont think the Pulsar itself should be changed from being an offensive augment, rather a new augment would be added that would have a support role, basically a more advanced exotic nanobots augment.

Edited by krokorok

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On 9/21/2023 at 3:19 PM, krokorok said:

I think it is obvious that devs moved away from the idea of Isida being solely a support turret long ago when Vampire nanobots have been "reintroduced" to the game. Haven't been following the patch notes closely for a long time, but I remember Isida having higher DPS than both Firebird and Freeze (not sure if I am mistaken here). 

Recent changes suggest that Isida's healing is intended to be its main gimmick against the other melee turrets. Firebird, Freeze and Tesla all gained better killing ability throughout the years in some way. Meanwhile Isida was basically stuck in 2021 until recently when they buffed its healing energy consumption, which made it less discouraging for more offense-minded Isidas to heal allies as they won't be tapping too much into their limited energy supply before going to attack someone. 

 

Isida isn't in an overly powerful state. It's not as friendly to play with as the others as having lower ping lowers the chances of you losing damage and precious energy against certain targets. Its DPS is lower than the others' max DPS but it can shoot on one target for longer before running out of ammo. A single module can significantly increase how long it takes to kill an armoured target if they're not using Pulsar. They've been keeping Isida's offensive power on a leash for a while now. It's the only turret that hasn't gotten any specific changes around its critical damage to enemies. 

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On 9/21/2023 at 9:49 AM, Incorp said:

Its not you is it? :ph34r:

I do remember some topic about something similar with pulsqr but i fotgot the topic creator.

I would say "I wish" but I don't wish I had thought of it. I'm glad I didn't think of such an idea, because if I did, I would have to question my sanity and admit myself into a years long rehab.

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On 9/22/2023 at 9:29 AM, PirateSpider said:

I would say "I wish" but I don't wish I had thought of it. I'm glad I didn't think of such an idea, because if I did, I would have to question my sanity and admit myself into a years long rehab.

But the devs DID think of the augment.. so u implying something here? :ph34r:

Edited by Incorp
not sure pirate got the joke, he said whoever though pulsar was a good idea needs rehab. Sooooooo... if you get what i mean

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Reinforced capacitors for Shaft

Advantages:
Sniping shots can penetrate enemies. Each target gets 70% of the damage dealt to the previous one.
Maximum sniping damage: +25%
Minimum sniping damage: +25%
Arcade damage: +25%

Disadvantages:
Horizontal aiming speed: -30%.
Energy consumed per sniping shot: 1000
Critical damage removed
Energy consumption: -33% (makes charging the shot take 50% more time)
Arcade reload: +30%

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This augment encourage players to use bouncing feature of Ricochet's shots with guaranteed high critical damage. Also augment make bouncing easier with increased number of ricochets and greater range.

  • A shot that bounces at least once deals critical damage
  • Critical damage: +50%
  • Range of minimum damage: +100%
  • Max number of ricochets: +100%
  • Shot reload: +25%
  • Critical chance: -25%

In return, direct hits weakened by decreased critical chance and increased shot reload.

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Yeah I believe this has been posted here before as well, but I still like the idea a lot. It encourages players to use Ricochet's signature ability (as far as stock weapons ago and any other status augment for Ricochet but let's ignore that for now) and actually requires some strategic gameplay to utilise the effect. 

In the past I used to have a similar idea with this mechanic, where damage would increase significantly everytime the projectile bounces off a surface. Could also make for an interesting and OP augment

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On 10/15/2023 at 12:38 PM, The_Voltage said:

This augment encourage players to use bouncing feature of Ricochet's shots with guaranteed high critical damage. Also augment make bouncing easier with increased number of ricochets and greater range.

  • A shot that bounces at least once deals critical damage
  • Critical damage: +50%
  • Range of minimum damage: +100%
  • Max number of ricochets: +100%
  • Shot reload: +25%
  • Critical chance: -25%

In return, direct hits weakened by decreased critical chance and increased shot reload.

Interesting idea

 

On 10/15/2023 at 12:38 PM, The_Voltage said:

Max number of ricochets: +100%

Afaik the max number of ricochets is limited by the range unlike Tesla with augment or plasma-troch/Helios

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