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Ideas for Augments!


Maf
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On 2/28/2024 at 8:11 PM, PirateSpider said:

Just keep your distance or equip a maxed defender drone.

..uhm , not really an augment balance. people shooting far cause they play just like that and people wanting o use some close turret for a change of pace   and fun  , and so on ,myriad of reasons  . Tblaster is not "problematic" , it's just destroying fun in battle since "all the things" ends there for both parties , quite "meh"

 

On 2/28/2024 at 3:21 PM, Dopamine said:

The new augments are problematic, no question.

I can only imagine what it is going to be like after the contracts event, with all the miners around. 

Might aswell switch for mammoth trickster as a ctf main...

Well there too bit to adjust. Wise thing ios that mines after destruction of main tank do desttroys both enemies and mates. But i left many maps where on the ramps it was overcrowded with mines left by big hulls , one guy with paladin with an hover once placed the, on central ramp map and he just did fly there everytime he was destroyed , owning the nitro coming there for 12 minutes,.
. There should be something like less damage though staying there " , and /or ( Expecially this ) = no added mines "staying there "with Saboteur , but just 1 ..  the combination is really too much .   I have all max drones but could not really enjoy playing that way  , feel so lousy , well new stuff get adjusted later i suppose 

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On 2/28/2024 at 11:23 AM, mrvomit said:

uhm , not really an augment balance. people shooting far cause they play just like that and people wanting o use some close turret for a change of pace   and fun  , and so on ,myriad of reasons  . Tblaster is not "problematic" , it's just destroying fun in battle since "all the things" ends there for both parties , quite "meh"

I find other things that take away the enjoyment faster than blaster:

• status augments (specifically ones that inflict EMP, AP, stun. Including pulsar)

• hybrid augments (ex: assault magazine, helios, hydra, etc.)

• people abusing groups.

• horrendous servers of the game.

• the Mismatchmaking system.

On 2/28/2024 at 11:42 AM, TheCongoSpider said:

Blaster deals true damage. It ignores all damage reducers. 

Oh ok, my bad. I guess then just keep your distance.

  • Saw it 1

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..nothing to do with the matter anyway ! this was not a pull or"  tell me what what you hate"  or " please tell me a strategy for "
but an idea to  improve game on a specific augment .
..today for example i will give up contract mission for gold ( well actually catched 2 but they did not get counted edit:ok got counted after a while lol..., thanks festive mission ) , got blasted by kamikaze not even caring they selfedestruct too  for 45 minutes,  .. i can snipe them but in that situation for example what for..? .. ! 

Edited by mrvomit

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Hi,

Why not introducing a new hull augment that promotes camping and offensive play : Siphon

What this does is that : every kill you get regenerates/gives you HP

The amount of HP is ''to be decided'' by developpers, but I think 1000 HP should be good.

Also, the augment works no matter how many kill you get before getting destroyed.

Thoughts?

Edited by Pleasant
Adjustment

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Quite an overpowered augment, it's very easy obtaining a kill now with the current metas in the game, hence you will more likely be alive most of the time, and so will the enemy, making the battles much more frustrating.

Though I can see some nerfs and limitations being applied to this concept and Developers introducing a series of Siphon augments in the near future.

  • Agree 1

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On 3/31/2024 at 7:41 AM, Maf said:

How is this anti-camping in any way, if campers can use it just as easily?

Haven't thought of that, but at the end it promotes both of them (camping and offensive play)

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On 3/30/2024 at 3:08 PM, Pleasant said:

Hi,

Why not introducing a new hull augment that promotes camping and offensive play : Siphon

What this does is that : every kill you get, regenerates/gives you HP

The amount of HP is ''to be decided'' by developpers, but I think 1000 HP should be good.

Also, the augment works no matter how many kill you get before getting destroyed.

Thoughts?

 

Edited by Pleasant

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1) INCENDIARY CORE Magnum after the update was totally ruined... why would you make out of exotic item legendary one? It doesnt make any sense, why would you nerf it so hard. Atleast could have kept the exotic type of "Strenght" for that not legendary one. This was very bad move. Could have decreased temperature just like Gauss INCENDIARY SALVO. 

 

Edited by NikmanGT

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On 4/15/2024 at 4:29 PM, saifzhumabayev said:

1) INCENDIARY CORE Magnum after the update was totally ruined... why would you make out of exotic item legendary one? It doesnt make any sense, why would you nerf it so hard. Atleast could have kept the exotic type of "Strenght" for that not legendary one. This was very bad move. Could have decreased temperature just like Gauss INCENDIARY SALVO. 

 

magnum cry everyone laughs. very good and deserved nerf. as for exotics they don't have a level of "strength" that is on the same level. you have TURBO TWINS and Faust Striker in the same exotic tier. let me tell you turbo twins is not as good as faust striker.

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On 9/20/2022 at 5:43 AM, Friendless said:

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 :))

 

Topic merged

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On 1/21/2024 at 9:36 PM, It_Aint_Too_Late said:

 

On 11/9/2023 at 4:36 AM, JustBlackWolf said:

 

On 2/16/2024 at 3:15 AM, Nuclear said:

 

On 2/28/2024 at 3:06 PM, mrvomit said:

 

Topic Merged

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Here are some ideas for Tesla augments

(The mentioned parameters are in Mk7 MAX)

 

 

Idea No.1 (Fast n' Furious)

Advantage

Ball Lightning speed: +200% (15 m/sec)

Ball Lightning damage: +75% (2030 damage)

Ball Lightning reload: -50% (3 sec)

Disadvantage

Critical hit chance: 1%

 

 

Idea No.2 (1 Million Volt)

Advantage

Chain Lightning damage: +100% (when attacking 2 or more enemies)

Disadvantage

Chain Lightning damage: -50% (when attacking one enemy tank)

Critical hit removed

 

Explanation: It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (315), but attacking 2 or more enemy would increase the damage! (2= 630, 3=945, 4=1260 . . . adding 315 to the damage with each enemy being in the Chain Lightning range)

 

 

Idea No.3 (Tarantula)

Advantage

Radius of adding a ball lightning to the circuit: +40% (35m)

Radius of adding an enemy to the circuit: +33% (20m)

Radius of adding an ally to the circuit: +33% (20m)

Critical hit chance: +66% (25%)

Disadvantage

Chain Lightning range: -50% (10m)

Ball Lightning damage: -50% (580 damage)

 

Explanation: The basic range (turret-to-tank) is halved, but connecting with a lightning ball will greatly increase your range!

 

 

Idea No.4 (Nanotech Lightning)

Advantage

Shooting a teammate heals them the same amount it would damage an unarmored enemy

Healing gives 1-13 REPUTATION points, depending on the percentage of health restored

Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored

No recoil

Disadvantage

Impact force disabled

Critical hits disabled

 

 

Idea No.5 (Electrix)

Advantage

Reload: -20% (0.52 sec)

Critical damage: +50% (1065)

Disadvantage

Chain Lightning damage: -20% (504 damage)

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I agree that it would be cool to have splash healing, as it would differentiate Thunder from Shaft when it comes to healing, but do you realise how much of a buff it would be? Would you accept something like a 50% healing power nerf in exchange for splash healing?

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striker has got too many op augments and only way to get them is luck(ultra containers) please make a system that allows people to buy op augments for crystals or tankoins, or higher the chances to get them

Edited by MrSmoky

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On 5/6/2024 at 1:41 AM, MrSmoky said:

striker has got too many op augments and only way to get them is luck(ultra containers) please make a system that allows people to buy op augments for crystals or tankoins, or higher the chances to get them

Unfortunately, it is not up to the players to decide the availability of new or existing augments. 

 

On 5/6/2024 at 1:41 AM, MrSmoky said:

please make a system that allows people to buy op augments for crystals or tankoins, or higher the chances to get them

Outside of epic containers, you can get augments determined by the devs during separate themed events. For example, we have had 2 back-to-back events recently that allowed players to obtain certain augments of choice should they pay the entry fee of 700 Tankoins. You could use more Tankoins or crystals to purchase currency to go farther/obtain more prizes. 

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On 5/5/2024 at 10:43 PM, Maf said:

I agree that it would be cool to have splash healing, as it would differentiate Thunder from Shaft when it comes to healing, but do you realise how much of a buff it would be? Would you accept something like a 50% healing power nerf in exchange for splash healing?

i would say just like other augments disadvantage its healing has a 50% buff and the damage to enemies is 40% decreased or 35% more healing and 30% damage decreased

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On 5/5/2024 at 9:43 PM, Maf said:

I agree that it would be cool to have splash healing, as it would differentiate Thunder from Shaft when it comes to healing, but do you realise how much of a buff it would be? Would you accept something like a 50% healing power nerf in exchange for splash healing?

It is a rare augment which only a small fraction of active players has. In its current state, Nanotech Shells is inferior to other healing alternatives and arguably one of the worst augments for Thunder. You rarely see anyone using it in combat. Shaft has the main advantage of healing allies over large distances, with great preciseness. I think Thunder Nanotech deserves a proper buff like this, taking into account that the max. splash damage (or in this scenario healing) is only 3 meters, beyond which damage/HP decreases, and that projectile speed makes successfully hitting an ally challenging enough. 

What would be even better, is to fix ally tracing at range, because in its current state the augment just doesn't work. 

  • Agree 1

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On 5/6/2024 at 5:17 PM, Blutaar said:

It is a rare augment which only a small fraction of active players has. In its current state, Nanotech Shells is inferior to other healing alternatives and arguably one of the worst augments for Thunder. You rarely see anyone using it in combat. Shaft has the main advantage of healing allies over large distances, with great preciseness. I think Thunder Nanotech deserves a proper buff like this, taking into account that the max. splash damage (or in this scenario healing) is only 3 meters, beyond which damage/HP decreases, and that projectile speed makes successfully hitting an ally challenging enough. 

What would be even better, is to fix ally tracing at range, because in its current state the augment just doesn't work. 

i would if thunder got this buff in the future it shouldn't get a Nerf like 50% damage or heal decrease , since thunder has a range limit , to hit at max damage you need to be close , from far like shafts max distance it would only do around 50 damage or 100 which is really bad while shafts HEALING EMITTERS augment doesn't get weaker the further it goes since its a long range turret.

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there were augments added to the game which remove a certain feature of the original turret and other features are increased or added so as of now magnums both OP augments were nerfed (Vacuum Core , Incendiary Core) , so right now magnum doesn't have an op augment , but i had an idea of adding a new augment which has a big disadvantage but it will change the way you play with magnum , augments like RAPID-FIRE MODE , MISSILE LAUNCHER «SWARM» , «SHOTGUN» ROUNDS etc. gives the user the advantage when close to the target to attack with greater damage than the original damage  or gives the user extra features which makes the user able to attack in close range when using a long range turret so how about adding a magnum augment which removes the magnums splash damage with a 30% faster reload speed and a 30% increased damage meaning you will only afflict damage on the enemy if you hit them directly , this will make the user use magnum in close range and will be very helpful in CTF.

Edited by Monkey.D.Dragon

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