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On 12/4/2024 at 8:05 PM, Tekken8 said:

nah dont touch nanotech please, its balanced because it has no autoaim, if nanotech will have autoaim its over.... every noob will be "pro" healer just making game frustrating, let there be a little effort behind it.  

It's not balanced at all compared to shaft, but it would be with auto aim and ~15% damage decrease

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On 12/4/2024 at 10:59 PM, Nuclear said:

It's not balanced at all compared to shaft, but it would be with auto aim and ~15% damage decrease

I played enough with it to know that nanotech with autoaim and -15 % dmg will be way worse than it is now. WAY worse. Compared to shaft?? Shaft is still better option for uneven surface maps, long maps, medium to long distance is shaft domain. Thunder start to dominate in close range, you can heal for medium distances but usually you have to play only crusader or not move to be able hit and heal your target. With autoaim I can easily dominate at medium distances too, and not just on flat surface but all maps. Just observe what healing option players tend to clinge when needed, most of them using shaft.  Its more defence oriented rather than for attack, because anything can disrupt your aim, you can miss = your teammate has to use repair kit or die etc...  take a certain amount of skill and thats what makes it balanced, because not so many players will actually use it, the moment there will be autoaim? Believe me there will be FLOOD of nanotech in everymatch, this is imo best indirect balance of it. Anything else will either kill it or make it annoying / OP   yes healing potetial is indeed OP but again,  if you think 15 % will do it then thats ridiculous, I can  use booster to have 1750 per shot with that after dmg reduction. 

Imo they should not create augments like this, both shaft and thunder are OP healing options, shaft has sniper mode and good aim asist, good ratio between rate of fire and dmg, and long distance healing,  and nanotech has good healing per shot, and splash dmg + short to medium distance healing. 

Edited by Tekken8

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  As someone who played with both HE shaft and nano tech, yes i do think HE shaft is OP with its auto aim. When we look at Isida or Thunder, HE shaft is just way better option in every aspect. I think sniping to heal with HE Shaft will be utilized a lot more if auto aim is removed to make up for it. So sniping mode to heal a distant teammates and arcade mode to heal nearby ones, just like how shaft being used with other augments, which will make it balanced imo. The problem is the 10s reload time of sniping mode won't be effective to heal a distant teammates, so decreasing reload time is necessary for that and to avoid misusing this to farm kills with it, a nerf to sniping mode damage is needed.

Edited by Wry

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On 12/5/2024 at 2:23 AM, Tekken8 said:

I played enough with it to know that nanotech with autoaim and -15 % dmg will be way worse than it is now. WAY worse. Compared to shaft?? Shaft is still better option for uneven surface maps, long maps, medium to long distance is shaft domain. Thunder start to dominate in close range, you can heal for medium distances but usually you have to play only crusader or not move to be able hit and heal your target. With autoaim I can easily dominate at medium distances too, and not just on flat surface but all maps. Just observe what healing option players tend to clinge when needed, most of them using shaft.  Its more defence oriented rather than for attack, because anything can disrupt your aim, you can miss = your teammate has to use repair kit or die etc...  take a certain amount of skill and thats what makes it balanced, because not so many players will actually use it, the moment there will be autoaim? Believe me there will be FLOOD of nanotech in everymatch, this is imo best indirect balance of it. Anything else will either kill it or make it annoying / OP   yes healing potetial is indeed OP but again,  if you think 15 % will do it then thats ridiculous, I can  use booster to have 1750 per shot with that after dmg reduction. 

Imo they should not create augments like this, both shaft and thunder are OP healing options, shaft has sniper mode and good aim asist, good ratio between rate of fire and dmg, and long distance healing,  and nanotech has good healing per shot, and splash dmg + short to medium distance healing. 

What you said make no sense to me.

 

Comparing thunder and shafts dmg/reload, there is no significant difference at all, but if there is, I would say that the shaft is better as it can heal more "fluently".

Thunder dmg: 900, reload: 2s
Shaft dmg: 710, reload: 1.5s

 

Shaft's advantages: 

- It does not have projectile speed

- Its "bullet's" hitbox is much smaller, which means that easier to hit the teammate even if he's surrounded by other players (the dead tanks make the healing with thunder way harder)

- Impact force is removed on both augment, but the thunder's impact force is higher than the shaft's originally

Thunder's advantages:

- It has splash damage, therefore it can hit the enemies during healing

 

If you would be right about the thunder-shaft balance, there wouldn't be ~10+ times more shaft healer than thunder.

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On 12/2/2024 at 2:55 AM, Maf said:

Even if HE Shaft is overpowered, that's a terrible way to nerf it. It just makes the turret frustrating to play with, like if you just had a turret that randomly doesn't deal damage half the time.

Why not do the opposite and give healing Thunder aim assist on allies? In fact, it's very strange that it doesn't autoaim on teammates, since it makes the augment a lot less practical.

Firstly, If you can check out my posts, you'll notice almost half of them relate to adding aim assist for healing thunder on allies. Been making posts on that for years now. But now, this seems to be the only option, since they won't touch the augment, probably because it was a mistake/slight glitch of the hand in making the augment (I mean the entire augment was a mistake). And second, this post doesn't mean removing Healing Emitter Shaft's entire aim assist, like you edited my post title to. This post basically aims to remove it's aim assist on allies, just like healing thunder lacks it. If developers pose such ignorance to such an addition (talking about thunder) then it obviously means the augment is meant to be that way, and is balanced. So I say, Emitter here needs a balance. 

I am 100% sure none of you reading this are new to players being absolute juggernauts in the middle of the battle raising huge K/Ds who are impossible to kill, mainly because there is a healing emitter shaft in the distance. The HE shaft can even heal allies that are at the enemy base, from the ally base in some maps. Does that seem fair? 

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Healing thunder is pretty balanced in its current state I would say, since players using it need a certain amount of tanki maneuvering skills to get accurate hits on allies. It has higher healing rate that shaft (Excluding shaft's snipe healing) and the lack of aim assist for allies makes up for the difference (It's a very small difference for a huge nerf, but it's manageable). So healing emitters is the problem, been for a long time. But considering other insanely overpowered augments that are added time to time, this augment barely gets any light (And by light, I mean criticism). Best reason I could think of for most of the player base to just not care about how overpowered this is, because, in fact, most of the player base(I think so) has this augment. It was in a battle pass sometime ago, and a lot of players secured it. 

The developers nerf mass used augments time to time. For example, when a deluxe augment gets added into a tanki fund or  a mini-game, it is nerfed to a certain amount. That's balancing the game. But when they already have a lot of these such 'deluxe' augments to keep an eye on, other augments such as this one (Healing Emitters) gets the least inspection. I hope this post gets some attention into the augment from the developers. 

Can't blame the players who have the augment, and utilize it's benefits fully for having an opinion against such a nerf, it's obvious. Those who are in possession, obviously wouldn't want it to get nerfed! That's tanki forum for you.

Edited by It_Aint_Too_Late
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On 12/5/2024 at 11:04 PM, It_Aint_Too_Late said:

And second, this post doesn't mean removing Healing Emitter Shaft's entire aim assist, like you edited my post title to. This post basically aims to remove it's aim assist on allies, just like healing thunder lacks it.

But... that's exactly what the post title says, no?

 

On 12/5/2024 at 11:04 PM, It_Aint_Too_Late said:

I am 100% sure none of you reading this are new to players being absolute juggernauts in the middle of the battle raising huge K/Ds who are impossible to kill, mainly because there is a healing emitter shaft in the distance. The HE shaft can even heal allies that are at the enemy base, from the ally base in some maps. Does that seem fair? 

I agree that HE Shaft seems OP, but I'm just saying that removing its autoaim is probably the least "fun" way to nerf it. It's much better to nerf by reducing effective range, auto-aim angle, or turret rotation. Worst case scenario, the firing rate or damage/healing could be reduced.

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On 12/6/2024 at 12:13 AM, It_Aint_Too_Late said:

I edited it, it was "Remove aim assist for healing emitters" before.

Gotcha. Also, I didn't know users could edit their own topic titles ?

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I think people don't complain much about this augment, because unlike other strong ones, it's not as annoying, besides everyone likes having a good healer on their side. Plus, remember that this augment received a solid nerf some time ago. Tho I must say its still on the stronger side.
My question is, why propose to remove the aim assist instead of, lets say nerfing the amount of healing? It undermines the purpose of the augment, which is designed to heal, and that's genuinely a nice concept.

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On 12/6/2024 at 12:30 AM, Positive said:

Plus, remember that this augment received a solid nerf some time ago. Tho I must say its still on the stronger side.

I don't remember the order of nerfs and buffs, but I do remember that at one point the range of arcade shots was so bad that you'd basically have to get as close to a teammate as an Isida in order to get full healing potential. But at another point, the range was absolutely insane, so you could actually heal your teammates with arcade shots across the whole map and have no range penalty.

Right now it's somewhere in the middle, where the effective healing range is a bit more than Ricochet, but you can still heal at longer ranges, albeit with significantly reduced power (or by using sniping shots).

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On 12/5/2024 at 8:18 PM, It_Aint_Too_Late said:

Healing thunder is pretty balanced in its current state I would say, since players using it need a certain amount of tanki maneuvering skills to get accurate hits on allies. It has higher healing rate that shaft (Excluding shaft's snipe healing) and the lack of aim assist for allies makes up for the difference (It's a very small difference for a huge nerf, but it's manageable). So healing emitters is the problem, been for a long time. But considering other insanely overpowered augments that are added time to time, this augment barely gets any light (And by light, I mean criticism). Best reason I could think of for most of the player base to just not care about how overpowered this is, because, in fact, most of the player base(I think so) has this augment. It was in a battle pass sometime ago, and a lot of players secured it. 

The developers nerf mass used augments time to time. For example, when a deluxe augment gets added into a tanki fund or  a mini-game, it is nerfed to a certain amount. That's balancing the game. But when they already have a lot of these such 'deluxe' augments to keep an eye on, other augments such as this one (Healing Emitters) gets the least inspection. I hope this post gets some attention into the augment from the developers. 

Can't blame the players who have the augment, and utilize it's benefits fully for having an opinion against such a nerf, it's obvious. Those who are in possession, obviously wouldn't want it to get nerfed! That's tanki forum for you.

Very true. Healing Emitters Shaft has remained one of the most consistent augments throughout years. Its actually quite crazy, because I believe that silently, its the longest running overpowered augment that to this day remains extremely relevant if not very game breaking. While the support it provides is incredibly valuable, I feel it gains too much experiense for healing teammates. The long range healing is just that powerful, and at this point, it can be argued that it pretty much contests Magnum in level of annoyingness, in a sense that it can gain a lot of points by just supporting multiple teammates under heavy fire without ever exposing itself. This is on top of the fact that despite the damage nerf it received, it still can be used even on sniping offense.

I remember how exhilarating it was when towards the end of 2021, Tanki added Blunderbuss, Vampire Nanobots, and Healing Emitters within a span of 2-3 months in to the Battle pass. Those where still some pretty busted augments in those days. Now look in comparison how the power creep changed these augments. Healing Emitters despite receiving some nerfs is still performing above average, and its basically the best healing the game provides in most situations. On the other hand, most players these days probably dont even know that something like Blunderbuss exists, and Vampire despite still being used here and there is also quite far away from what it used to be.

Edited by krokorok
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On 12/5/2024 at 4:30 PM, Positive said:

I think people don't complain much about this augment, because unlike other strong ones, it's not as annoying

I often saw players leaving a battle at the start whenever they see the person they're fighting against is being healed by a Shaft, myself included, especially if they have a Defender drone. And I cannot blame them. Healing, especially safe healing like HE where you deal the same healing far across the map and still do good healing from a further range from that, is obnoxious to go against. Sometimes I can go in with a strong mindset to play against squads filled with cancer augments. But many times, I just didn't have the mental fortitude to do that while they're also being healed by someone across the map. Someone, who at any moment, can still dish out lots of hitscan damage to me if they chose. 

 

I did the vast majority of my 16 contracts for the Battleship event with Healing Emitters. Trying to use anything else resulted in me getting half or less reputation points than if I were using HE instead because of the sheer concentration of cancer squads I had to be fighting against. While my teammates were getting low KDs, I was walking away with hundreds of points more than them. 

It baffled me how it took so long for HE to get a proper nerf even after it became available multiple times. No, removing critical damage was a wet fart of a nerf. You still dealt full healing and full Stock normal damage. You still 3-shotted light hulls in the same time. You still one-shotted medium hulls with the scope. There was hardly any reason to use another Shaft augment for general gameplay. It kept begging the question why Support Nanobots had a hefty damage penalty while HE had full damage and full healing. Maybe having an overpowered and easy to use healing augment was good for player retention or a crucial part of the game balance, I don't know. But there had to be a reason it was untouched for so long. 

 

On 12/5/2024 at 4:40 PM, Maf said:

but I do remember that at one point the range of arcade shots was so bad that you'd basically have to get as close to a teammate as an Isida in order to get full healing potential

That was between April 2021 and October 2021. In December 2021, it got a good bit of range back but not too plenty. The range started becoming very big in August 2022 specifically when they raised both maximum and minimum damage ranges by 20-30m and most importantly increasing the weak damage from 25% to 50%. 

Then in March 2023 both maximum and minimum damage ranges were extended again, leaving us where we are now where an HE Shaft can heal a large chunk of someone's HP across most maps in the game. 

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On 12/6/2024 at 2:00 AM, Positive said:

I think people don't complain much about this augment, because unlike other strong ones, it's not as annoying, besides everyone likes having a good healer on their side. Plus, remember that this augment received a solid nerf some time ago. Tho I must say its still on the stronger side.
My question is, why propose to remove the aim assist instead of, lets say nerfing the amount of healing? It undermines the purpose of the augment, which is designed to heal, and that's genuinely a nice concept.

I've already replied to such a statement, if you could just read the replies to the post. Dw none are very long ?

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On 12/6/2024 at 3:10 AM, TheCongoSpider said:

I often saw players leaving a battle at the start whenever they see the person they're fighting against is being healed by a Shaft, myself included, especially if they have a Defender drone. And I cannot blame them. Healing, especially safe healing like HE where you deal the same healing far across the map and still do good healing from a further range from that, is obnoxious to go against. Sometimes I can go in with a strong mindset to play against squads filled with cancer augments. But many times, I just didn't have the mental fortitude to do that while they're also being healed by someone across the map. Someone, who at any moment, can still dish out lots of hitscan damage to me if they chose. 

This is exactly the average healing emitter experience from the enemy. Possibly the best description of what the problem here is. Would you mind if I just edit this into my post, quoting you, so that new comers don't need to read everything and understand the point?

 

 

On 12/6/2024 at 1:38 AM, Maf said:

I agree that HE Shaft seems OP, but I'm just saying that removing its autoaim is probably the least "fun" way to nerf it. It's much better to nerf by reducing effective range, auto-aim angle, or turret rotation. Worst case scenario, the firing rate or damage/healing could be reduced.

But that's the nerf thunder healing got. Developers see it as a good balance for it's high healing rate. So why not remove the damage debuffs in both sniping and arcade shots, and remove the auto aim on allies? Hear me out, if there's an ally on the bridge and you're at distance from it below, with the current healing emitters you don't need to propel your tank forwards to get a hit on your ally, the auto aim will already have target locked on your ally. Now, if the aim assist is removed, you'd have to adjust your tank elevation to get a hit. I'm talking in terms of skill to use, rather than the fun in it. If it is balanced skill-based, then it won't be mass abused, period.

Moreover, healing shaft has a damn sniping mode if it can't reach allies far away, that's a plus point that no other healing augment will ever get. 

Edited by It_Aint_Too_Late

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On 12/6/2024 at 9:41 AM, It_Aint_Too_Late said:

But that's the nerf thunder healing got.

I'm still not convinced that this is an intentional nerf. If it was, then why is healing Thunder the only augment with such a disadvantage?

Why didn't Opex add, say, a Railgun augment with +100% damage, but no autoaim so you have to aim precisely by leaning your hull?
The answer is because it's not a fun way to play.

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On 12/6/2024 at 11:15 AM, Maf said:

I'm still not convinced that this is an intentional nerf. If it was, then why is healing Thunder the only augment with such a disadvantage?

Why didn't Opex add, say, a Railgun augment with +100% damage, but no autoaim so you have to aim precisely by leaning your hull?
The answer is because it's not a fun way to play.

I explained to you about this in a reply above. They've even made a QOW video using healing thunder. They 100% know about it's lack of aim assist but still chose not to fix it. I've made several posts about it in various forum sections. There's an 80% chance that they have seen it. But why isn't it fixed? Because they deemed it so. The lack of aim assist is part of the design. If it was a bug that needed fixing, then it would've got fixed a long time ago.

Maybe they're too lazy because adding aim assist on allies takes a lot of work? Maybe they don't give a damn about the augment because it was in the hands of very people at the time I made my posts? Who knows? They added thunder healing to a event - currency shop in an event that took place a while ago. That means now a bigger percentage of players has this augment. So now I guess developers have to give a damn about it.

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On 12/5/2024 at 12:35 AM, Tekken8 said:

if nanotech will have autoaim its over.... every noob will be "pro" healer just making game frustrating, let there be a little effort behind it.  

I'm noticing this now lol... My point exactly. If nanotech gets auto aim, it'll be such an overpowered healing augment - the reason why it doesn't get fixed. The same applies to healing shaft, but it already has the aim assist, so it's such an overpowered healing augment. You see what I'm sayin @Maf. I can assure you that there are several players who absolutely smash in using healing thunder, including myself. I've even beaten healing emitter shafts in battle points sometimes, with the aiming skill I've developed over the time of using it. So I most definitely won't describe it as "not fun" but as challenging. There's a challenge to earning lots and lots of battle points with heals, way more than your teammates earn with kills. The very reason I made this post is because in my point of view, healing without the aim assist is very manageable with the right amount of experience.

I'll say it again, Those who are in possession of the augment, obviously wouldn't want it to get nerfed! That's tanki forum for you. 

I'm only asking everyone to provide unbiased opinions.

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You know what, I think it will be easier if we summon the man himself to explain this, instead of guessing random theories. My conjuring spells are a bit rusty, but perhaps it might work.

@Opex-Rah Could you please clarify if Nanotech Rounds for Thunder intentionally doesn't have auto-aim on teammates for balance reasons, or is this something you'd still like to implement?

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On 12/5/2024 at 4:26 PM, Nuclear said:

What you said make no sense to me.

 

Comparing thunder and shafts dmg/reload, there is no significant difference at all, but if there is, I would say that the shaft is better as it can heal more "fluently".

Thunder dmg: 900, reload: 2s
Shaft dmg: 710, reload: 1.5s

 

Shaft's advantages: 

- It does not have projectile speed

- Its "bullet's" hitbox is much smaller, which means that easier to hit the teammate even if he's surrounded by other players (the dead tanks make the healing with thunder way harder)

- Impact force is removed on both augment, but the thunder's impact force is higher than the shaft's originally

Thunder's advantages:

- It has splash damage, therefore it can hit the enemies during healing

 

If you would be right about the thunder-shaft balance, there wouldn't be ~10+ times more shaft healer than thunder.

You are confusing me, you just said that shaft is better and that is a reason there is "10+  times more shaft healer than thunder"  and you wanna do same to Thunder ?

 

Its should be behind skill gap, it should not be easy. Isida is only one turret ment for healing in a first place yet is forgotten and usually played by those who does not have shaft.

 

If you wanna use something else (and better) then there should be drawback. What drawback does shaft have? NONE - thats why there is so many players with it -(which makes game sometimes extermely annoying) -  its easy and good you cant go wrong with it - is that healthy for game balance? I dont think so.

Thats why there are not so many Thunder players, because its harder to perform good with it and IT SHOULD be that way.  If you add aim assist to thunder there will 10  times  more thunder healers and now combine that with shaft healers and you will have 5 healers per team in each battle. - Sound fun right?  Where is the point of having  isida in game? When there are clearly easier and better options. Thunder  is great but only if you get some knowledge how to play with it and still it has  limits and thats good, it should be that way, for me its way more fun and challenging than having lame autoaim and just be hidden 60m back in base and peak heal and hide... 

 Your thunder-shaft balance does not matter, its just shows how shaft is clearly prefered because its easier and better even after dmg reduction nerf.  Same could happen to thunder and thus making healing meta again extremely annoying by how many players would you encounter in battle.  

I have all the healing augments in the game, for isida, for thunder, for shaft,  I can clearly say that shaft is most versatile and usefull from all of them. But I do like thunder more because its not easy but if you perform well its rewarding and I am not alone who share this opinion. If you take away that Unique aspect from thunder it will became just lame no-skill healing BS. 

Edited by Tekken8

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On 12/6/2024 at 2:28 PM, Maf said:

You know what, I think it will be easier if we summon the man himself to explain this, instead of guessing random theories. My conjuring spells are a bit rusty, but perhaps it might work.

@Opex-Rah Could you please clarify if Nanotech Rounds for Thunder intentionally doesn't have auto-aim on teammates for balance reasons, or is this something you'd still like to implement?

I do hope its intentional because thats what make this augments fun and challenging yet balanced ! Its not making meta toxic like shaft did before nerf (and still does in smaller portion) 

Let there be two options - one with autoaim  (shaft) and one thats rewarding with certain amount of skill (thunder) thats best, everyone will  play their prefered way, for me its 100 % thunder and ofc my beloved Isida. 

 

Edited by Tekken8

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On 12/6/2024 at 2:10 PM, It_Aint_Too_Late said:

I'm noticing this now lol... My point exactly. If nanotech gets auto aim, it'll be such an overpowered healing augment - the reason why it doesn't get fixed. The same applies to healing shaft, but it already has the aim assist, so it's such an overpowered healing augment. You see what I'm sayin @Maf. I can assure you that there are several players who absolutely smash in using healing thunder, including myself. I've even beaten healing emitter shafts in battle points sometimes, with the aiming skill I've developed over the time of using it. So I most definitely won't describe it as "not fun" but as challenging. There's a challenge to earning lots and lots of battle points with heals, way more than your teammates earn with kills. The very reason I made this post is because in my point of view, healing without the aim assist is very manageable with the right amount of experience.

I'll say it again, Those who are in possession of the augment, obviously wouldn't want it to get nerfed! That's tanki forum for you. 

I'm only asking everyone to provide unbiased opinions.

There are not several but MANY  good players who share same opinion, this augment is good example how can you balance turret behind skill gab and limit its use from certain situations.  Generally Thunder have best balanced exotic augments in game, please keep this as a standard.  Every exotic has a downside

Adaptive reload - if you miss you have worse stats than stock thunder

Anvil - good dmg but only short range 

Vacuum - very good dmg but you are limited how you can use it and it takes skill. 

Nanotech - no autoaim making this augment perfectly lock behind skill gap and making it balanced.

Hyperspeed - good dmg but only for long distances 

This is how exotic augment should look and be. 

 

I think shaft HE without aimassist would be harder since it does not have projectile, but it could exits in a changed form where main focus is on sniper-healing mode, but that would require faster sniper mode reload and thus reduced dmg. Arcade mode would not have limited range but it woud be harder to hit allies.  

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On 12/6/2024 at 2:35 PM, Tekken8 said:

You are confusing me, you just said that shaft is better and that is a reason there is "10+  times more shaft healer than thunder"  and you wanna do same to Thunder ?

Yes? The 2 healing augment should be balanced.

You quoted that like there's a dozens of shaft healers, meanwhile I was referring that much more player uses shaft than thunder for healing.

 

I agree on that shaft/thunder heal can be overpowered in certain maps, but taking away its aiming assist is a very stupid way balance it.

Devs logic (no offense) sometimes blow my mind, like why did it take a decade to fix the visibility in night maps.

Anyway, back to the thunder, I think the balance would be pretty simple:

- Remove the current disadvantages from the turret

- Remove the impact force when the bullet hits the teammate

- The teammate's armor should be considered, which means that:

if the thunder heals with a 100% double damage (1800dmg), but the teammate has a 100% armor , the amount of heal should be 900

if the teammate uses defender, the extra armor should be considered as well

 

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On 12/6/2024 at 1:48 PM, Tekken8 said:

 

 

I think shaft HE without aimassist would be harder since it does not have projectile, but it could exits in a changed form where main focus is on sniper-healing mode, but that would require faster sniper mode reload and thus reduced dmg. Arcade mode would not have limited range but it woud be harder to hit allies.  

Glad I saw this mentioned here.

 

Some people forget that one is a hitscan turret and the other is a projectile turret with a projectile radius.

Whilst Projectiles have travel speed and may have some bugs, on general grounds, you will hit people. Of course this gets a bit more difficult on maps like massacre etc.

The same issue can partly occure with shaft, since hitlag exists. Just less painful than usual since you can see the blue outline which is cheesy.

 

Thunder nanotech, unless the vid I just checked from 1 month ago, still shows that it can damage enemies too within the normal thunder splash range. That in itself allows it to easily to a bit more than what healing emitters does. Hence, if y'all allowed autoaim on that, it'd make pick and choose a bit more easier. As it stands, yes healing emitters is annoying to face and feels free to play, though nanotech shells/ammo in my eyes is already at a good state even without ally autoaim. 

Sure both have different ideal ranges but that is the point of it, both have generally different scope of abilities and both are cheesy to play.

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On 12/6/2024 at 7:29 PM, Nuclear said:

 

I agree on that shaft/thunder heal can be overpowered in certain maps, but taking away its aiming assist is a very stupid way balance it.

 

In my opinion this is actually good way how to balance healing augment, its cheesy to heal at medium/long distance in a fist palce, so if  someone want to do that then it should at least  challenging and not easy,  lets be honest, long range healing is cancer. 

                  - Someone is 100m hidden in their base in relatively save zone yet still can heal someone who is at my base attacking? How is this normal? 15 % dmg downside is not big deal if enemy player that is healing cant be directly killed or he can just hide, have infinite energy ( unlike isida ) and still can easily kill you with sniper mode.  For me it would be MORE than fair to disable autoaim and make it challenging, tho I admitted that for shaft it might be difficult than thunder.

 

On 12/6/2024 at 7:29 PM, Nuclear said:

Anyway, back to the thunder, I think the balance would be pretty simple:

- Remove the current disadvantages from the turret

- Remove the impact force when the bullet hits the teammate

- The teammate's armor should be considered, which means that:

if the thunder heals with a 100% double damage (1800dmg), but the teammate has a 100% armor , the amount of heal should be 900

if the teammate uses defender, the extra armor should be considered as well

 

It does not have impact force when bullet hits teammate, it has recoil, but impact force is disabled for both enemy and teammates, meaning you cant knock their aim off. 

Current disadvantages? What are those? There is only one and thats main balance factor, (no autoaim assist)

Teammates armor as an obstacle for healing ? How about shaft ? Will this apply too? How about isida? IF you want to balance healing by this , it should be applied for every healing augment and turret, I think thats not good idea.  Protection against that turret? Maybe.   armor ? Nah    

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