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Ideas for Augments!


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On 12/7/2024 at 5:14 PM, Tekken8 said:

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.   

I started the list with "remove all disadvantages". What I meant, that the impact force should be zero only when we hit a teammate.

On 12/7/2024 at 5:14 PM, Tekken8 said:

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

Shaft has a -15% dmg decrease. Both shaft and thunder should have the same advs/disadvs imo

On 12/7/2024 at 5:14 PM, Tekken8 said:

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    

It would apply for shaft and thunder heal only. The main issue with the long-range healing that if the teammate uses defender and the shaft/thunder heals ~2500dmg/sec, it's pretty difficult to kill him. We often abuse that advantage with phoenix hull, so even the status effects worthless against us.

 

You talk about "skills" for the usage of the nanotech (which's partially true), but in reality, there are couple map where it's actually useful (like desert, iran, dusseldorf), meanwhile totally useless in the most of the maps.

Edited by Nuclear

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"Developers" (sounds funny for this game) should remove all and any aim assists and leave skills in place for once in the history of this game. And possible dedicate some time to  fix bugs like the anti-aim installed on my railgun.

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On 12/6/2024 at 11:59 PM, Nuclear said:

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

Ah, I suggested such a balance a long time ago. It was marked as nonsense, and got declined lol.

On 12/7/2024 at 12:42 AM, Akame said:

different scope of abilities and both are cheesy to play.

What do you mean by cheesy?

 

On 12/7/2024 at 12:42 AM, Akame said:

nanotech shells/ammo in my eyes is already at a good state even without ally autoaim.

Hmm.. so you're saying both healing augments are currently in a good state and doesn't need any balancing whatsoever? I see that you're speaking against those here suggesting nanotech get a buff instead of nerfing emitters, but I think you are kinda suggesting both augments are at the same level. They're not. There is a major skill gap. 

 

Even if shaft is a hitscan turret, I don't think it will negatively affect aiming at an ally without aim assist. Will probably be better than nanotech obviously. I don't see what you're pointing out here really.

 

Those who are in possession of the augment, obviously wouldn't want it to get nerfed! Can't blame you for that.

 

Please give unbiased opinions.

 

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Tesla "Supersonic Lightning" augment

Advantages

If at least one ally is in the chain lightning circuit it will raise the damage by 200% (1350)

Chain lightning reload: -25% (0.9 sec)

Radius of adding an enemy to the circuit: +100% (30m)

Radius of adding an ally to the circuit: +100% (30m)

Disadvantages

Regular damage: -50% (450)

Critical hits disabled

Radius of adding a ball lightning to the circuit: 1m

 

 

Tesla "Supernova" augment

Advantages

Lightning ball damage: +250% (4060)

Lightning ball reload: -66% (2 sec)

Disadvantages

Lightning ball speed: 1 m/s

 

Tesla "Hypernova" augment

Advantages

Lightning ball damage: +75% (2030)

Lightning ball reload: -33% (4 sec)

Lightning ball speed = 75 m/s

Disadvantages

Lightning ball range: -70% (30m)

Lightning ball warmup time: +100%

 

Tesla "Gamma Ray Burst" augment

Advantages

Chain lightning range: +60% (40m)

Chain lightning damage: +70% (1530)

Critical damage: +125% (2025)

Disadvantages

Chain lightning reload: +50% (1.8 sec)

Radius of adding a ball lightning to the circuit: 1m

Radius of adding an enemy to the circuit: 1m

Radius of adding an ally to the circuit: 1m

 

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The aim assist should really be removed! It's very unfair and I saw it now. Shaft already has high damage and fast shots...

Playing now, I was with Hunter and hiding behind a small building, but without aim assist it would be impossible to hit me frequently.

A Shaft abusing this assistance, simply turned to my side and started shooting, no matter how hidden I was, I was still being hit by Shaft's shots... How absurd! Looking at the screen, I was clearly behind the wall, but aim assist hit 100% of the shots on me for some reason...

Shaft should already have nerfed augments, the augments have a much higher critical rate than the rest, 3 shots in 1 second 90% of the time the shot has 1 critical and with aim assist still... Very unfair

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On 12/8/2024 at 6:13 AM, DeIicate said:

 

What do you mean by cheesy?

 

Low effort barrier for score gain.

Can often turn the tides in game easier than other augments in it's arsenal.

On 12/8/2024 at 6:13 AM, DeIicate said:

 

Hmm.. so you're saying both healing augments are currently in a good state and doesn't need any balancing whatsoever? I see that you're speaking against those here suggesting nanotech get a buff instead of nerfing emitters, but I think you are kinda suggesting both augments are at the same level. They're not. There is a major skill gap. 

 

I have seen enough performance screens from both sides showing they often do well in games Mr.Majorskillgap. Though yeah, the skill barrier does increase when using it in a map like massacre.

On 12/8/2024 at 6:13 AM, DeIicate said:

 

Even if shaft is a hitscan turret, I don't think it will negatively affect aiming at an ally without aim assist. Will probably be better than nanotech obviously. I don't see what you're pointing out here really.

 

You should go around with a non healing emitters and just aim to hit allies and have fun with seeing and understanding. I confirm many players will struggle with that. However with thunder, this is more often less the case. Naturally both are easier to use on low mounted hulls for ease of height though projectile radius may often help save it on thunder.

On 12/8/2024 at 6:13 AM, DeIicate said:

 

 

Those who are in possession of the augment, obviously wouldn't want it to get nerfed! Can't blame you for that.

 

Please give unbiased opinions.

 

Funny bro, I literally despise the 2 augments and never use them. My opinions are solely FOR the community, not MYSELF. 

I said you can feel free to nerf the damage and heals, but there is no need to really alter the mechanisms.

Even then, many people would agree that nothing but Isida should have the ability to heal, ranged healing is more than busted and annoying to play against.

Now to compare portfolio, Thunder has more fun augs to play with compared to shaft by miles*, maybe if the game decided to add proper augments on shaft, we would see a diversity increase but nah, this easy to make score augment is still one of the only thought contenders for most players because they want 'easier' gameplay. Even the players that have shaft phoenix seem to want to use healing emitters because they can't be bothered to use basic level effort on what is a top tier quickscoping augment in the game. 

* when I say fun, I mean augments that people would prefer to use to get easier kills or a better qol, noone can deny that shaft has one of the most bland sets of augments, until the game decides to finally make something new and refreshing for it's portfolio, we will still continually see most of the people running healing emitters for 'easy profits'.

Edited by Akame
  • Agree 2

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Tesla "Lightning Coil" augment

Advantages

Connecting to a ball lightning increases damage by 250% (1575)

Disadvantages

Ball lightning reload: +50% (9 sec)

Critical damage removed

 

Tesla "Havoc" augment

Advantages

Lightning ball speed: 75m/s

Lightning ball reload = 2 sec

Disadvantages

Lightning ball damage: -15% (986)

Lightning ball range: -60% (40m)

Lightning ball warmup time: +100%

 

Tesla "Furious" augment

Advantages

Critical damage: +100% (1800)

Chain lightning reload: -50% (0.6 sec)

Disadvantages

Chain lightning damage: -60% (360)

 

Tesla "Violent" augment

Advantages

Chain lightning range: +25% (30m)

Chain lightning reload: -33% (0.8 sec)

Ball lightning damage: +100% (2320)

Ball lightning speed = 50 m/s

Lightning ball warmup time: -100%

Disadvantages

Damage: -15% (765)

Critical chance: = 1%

Ball lightning reload: +50% (9 sec)

Radius of adding an ally to the circuit = 1m

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On 12/7/2024 at 11:24 PM, Nuclear said:

 

 

You talk about "skills" for the usage of the nanotech (which's partially true), but in reality, there are couple map where it's actually useful (like desert, iran, dusseldorf), meanwhile totally useless in the most of the maps.

Yes, there are few very well suited maps for nanotech, the best one seem to be desert. Its not really OP in agressive manner, most of the nanotech players who use it for stealing flags has to be close to friend they are healing, usually not more than 50m and even then its usually crusader hull because it does not lean to forward or backward so its easier to hit.  But I disagree that its useless in most of the maps, it has its perks,  it has very good supporting role, you have to play it either in defence  where you can sit in place and heal everyone around you, or as a support  healing your attacker and at the same time dealing dmg to enemy   close to him. You cant do that with shaft, you can only heal. For me thunder seem to be way more funnier as it is, it takes certain amount of skill to use well on most of the maps and its rewarding if you are doing good with it but at the same time can punish you if you miss which is imo good, at the same time, no autoaim prevents this augment to be super toxic like shaft is because you cant really heal at medium or long distance , definitely not effectively. By adding autoaim (and decreasing dmg by 15 % ) you will bascially make this augment long range one with the ability to deal dmg at the same time for enemy while healing, making it even better and more toxic than shaft is. Not to mention everybody who has it would use it for easy points farm, and making MM more annoying than it is.  

Edited by Tekken8
  • Agree 1

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(Just a few easy to make augments... Almost all turrets have easy to understand, doesn't require much skill, just plain and strong! Tesla need a few of them, especially because it is one of those turrets that barely has any augments, but I believe Tesla could have the best augments!)

 

Tesla "Adaptive reload" augment

Advantages

Reload reduction per enemy damaged: 33%

Disadvantages

Base reload time: +15%

 

Tesla "Strict Ammunition load" augment

Advantages

Every third hit is guaranteed to be a critical

The first shot after spawning will be a critical

Reload time: -20%

 

 

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On 12/10/2024 at 10:51 AM, Akame said:

You should go around with a non healing emitters and just aim to hit allies and have fun with seeing and understanding.

Tried it. Absolutely sucks. I guess projectile type does make a difference. I've nothing else to say at this point

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I have come up with an idea for Isida augment, and I’m calling it Sanctuary.

Sanctuary turns Isida into the ultimate team player, fully dedicated to healing and supporting allies while giving up its ability to deal damage. It’s the perfect choice for players who love playing a purely supportive role, focusing on keeping their teammates alive and strong in the heat of battle.

Advantages:

1. Enhanced Healing Output

        Regular healing rate is increased by 150%.

2. Overheal Shield Mechanic

        Allies healed beyond their maximum health gain a temporary Overheal Shield that reduces up to 15% of the incoming damage.

3. Healing Aura

        Allies within a 10 meter radius of the Isida passively regenerate 5% HP per second.

 

Disadvantages:

1. No Offensive Capabiltiy

        Isida's damage beam is completely disabled.

2. Critical hits removed

 

Edited by Azarinth.h

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I have come up with an idea for Isida augment, and I’m calling it Sanctuary.

Sanctuary turns Isida into the ultimate team player, fully dedicated to healing and supporting allies while giving up its ability to deal damage. It’s the perfect choice for players who love playing a purely supportive role, focusing on keeping their teammates alive and strong in the heat of battle.

Advantages:

1. Enhanced Healing Output

        Regular healing rate is increased by 150%.

2. Overheal Shield Mechanic

        Allies healed beyond their maximum health gain a temporary Overheal Shield that reduces up to 15% of the incoming damage.

3. Healing Aura

        Allies within a 10 meter radius of the Isida passively regenerate 5% HP per second.

 

Disadvantages:

1. No Offensive Capabiltiy

        Isida's damage beam is completely disabled.

2. Critical hits removed

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Since we already have healing enhancement augments Support Nanobots and Sustainable Nanobots, I don't think this one is necessary. Especially with such extreme parameters - it's going to be far too strong in some situations and far too weak in others. Probably not great for overall game balance.

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Yes, like freeze's crit mix ( increase crit hit chance (+600%)  ) or like firebird's crit mix ( increased crit damage (+400%) and crit chance (+50%) ) which ever is more balanced.

Edited by Azarinth.h
Adding values for better picture

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I think Shaft needs a sniper mode without a scope as a new augment. The feature of the augment is that when you long-press the attack button to enter the sniper mode, the scope interface won't pop up and your field of vision won't change either. And the aiming method in this mode will be the same as that in the regular mode. So, you can free up your direction keys on the keyboard to control the movement of the tank. In this mode, the laser pointer will be turned on.
I know that this augment has overturned the gameplay of Shaft. Therefore, I will offer several ideas to ensure that this augment won't disrupt the balance within the game.
1、    Reduce the damage to avoid directly destroying medium hulls. For example, reduce the maximum damage by 10%, which means cause only 2,970 points of damage.
2、    Increase the charging time as the cost of flexibility.
3、    Just like the previous changes of Shaft, set a mechanism for it to clear all the energy after charging; or make the regular shooting consume the energy bar.
4、    Reduce the turn speed of the turret.
Note: The above suggestions can be adopted simultaneously or some of them can be selected as the final results.

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I suggest to add an Anti-Adrenaline augment for every turret that works the opposite way from the Adrenaline augment. Basically, the more HP you have the more damage you do and if you have max HP, you'll deal much more bonus damage. This augment might promote camping but why not?

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Tesla "Lightning Shock" augment

Advantages

Damage: +50% (1350 dmg)

Critical damage: +100% (1800 dmg)

Lightning ball damage: +150% (2900 dmg)

Lightning ball speed: +300% (20 m/s)

Lightning ball warmup time: -100%

Disadvantages

Reload: +25% (1.5 sec)

Range: -20% (20m)

Critical chance: -50% (7,5%)

Lightning ball reload: +50% (9 sec)

 

Tesla "Dracula's Lightning" augment

Advantages

Recovers HP at a rate of 50% of your base damage while chain lightning is on an enemy. Healing rate is not affected by protection, supplies, or status effects.

Disadvantages

Critical hits removed

 

Tesla "Geysir" augment

Advantages

Reload = 0.5 sec

Critical damage: +50% (1350)

Disadvantages

Damage: -50% (450)

Critical chance: -33% (10%)

Lightning ball damage: -50% (580)

Edited by AcnoIogia
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Create an Augment of hammer which is similar to hyperspeed rounds or shells, highlighting range +100% , as the distance increases the damage also does !

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