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Scorpion Missile Launcher "SRBM" augment (SRBM = Short-Range Ballistic Missiles)

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (2.25 sec)

Final rocket speed = 100 m/s

Final rocket angular velocity: 300°/s

Pause between the rockets in a salvo = 0.05 sec

Disadvantages

Initial rocket speed = 1 m/s

Rocket acceleration time: +50% (3 sec)

Rockets explode upon reaching their maximum range = 100m

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There aren't too many Scorpion augments to begin with, and the current ones are weak! Despite my effort to make or at least try to give the Development team an idea for new Scorpion augments and the ideas are not taken. I will suggest balancing the current Scorpion augments! First I will try to give a reason why I think it is necessary and 2nd I will introduce my idea.

 

Scorpion "Explosive warheads": The augment makes the turret weaker because the stock average splash radius for the scorpion rockets are 4m, and the augment makes it 3m. We already have an augment that gives the rocket more splash radius and there is no reason to have 2, when the stock turret has a decent splash radius itself, so since there is no augment where the rocket has no splash radius at all but has something else buffed.

Rename the augment to Scorpion Missile Launcher "Spike" augment

Advantages

Aiming time: -90% (0.1 seconds)

Reload after salvo: -90% (0.9 seconds)

Final rocket angular velocity: 20°/s

Disadvantages

Rockets in salvo: -9 (1 total)

Rockets splash damage removed

 

 

Scorpion Missile Launcher "Wolfpack": It has had better days, but I would modify it to be a long range augment so the rockets are not viable at close range but better for long range.

Scorpion Missile Launcher "Wolfpack" augment

Advantages

Final rocket speed = 100 m/s

Final rocket angular velocity = 60°/s

Disadvantages

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Pause between salvo's rockets: +20% (0.108 sec)

 

 

Scorpion Missile Launcher "Swarm": This augment has been nerfed to the ground each and every time it was involved in a patch note. There is no augment for Scorpion for close range yet, and I think this one is deservant for that role.

Scorpion Missile Launcher "Swarm" augment

Advantages

Rockets per salvo: +10 (20 in total)

Aiming time: -50% (0.5 sec)

Pause between salvo's rockets: -50% (0.45 sec)

Initial rocket angular velocity = 300 m/s

Disadvantages

Initial rocket speed = 10 m/s

Rocket acceleration time: +100% (4 sec)

PS.: I don't actually know how to make Scorpion rockets to shoot at close range, but I want them to shoot like Striker, straight forward, and has a good angular velocity at close range.

 

 

Scorpion "Uranium" shells: It is the weakest Legendary augment for Scorpion, and it needs a huge buff! It is only stronger than Explosive shells augments because It can bounce.

 

Scorpion "Uranium" shells augment

Advantages

Reload time: -25% (1.95 sec)

Critical damage: +30% (1820)

Shell minimum ricochet angle: 1°

The first shot after spawning will be a critical

Every third hit is guaranteed to be a critical

Radius of mean area damage in normal mode = 6 meters

Minimum area damage radius in normal mode = 12 meters

Disadvantages

Self damage at close range

 

@Opex-Rah Test them out please! ?

Edited by Isshiki

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Scorpion Missile Launcher "Torpedo" augment

Advantages

Reload after salvo: -60% (3.6 sec)

Rocket damage: +600% (2800)

Final rocket speed = 200 m/s

Rocket force = 21 cond. units

Final rocket angular velocity = 100°/s

Rocket minimum splash radius = 12m

Rocket average splash radius = 8m

Disadvantages

Aiming time: +100% (2 sec)

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Rockets in salvo: -9 (1 total)

 

 

 

Scorpion Missile Launcher "Ballistic Missiles" augment

Advantages

Aiming time: -50% (0.5 sec)

Initial rocket speed = 500 m/s

Final rocket speed = 100 m/s

Initial rocket angular velocity = 300°/s

Final rocket angular velocity = 20°/s

Disadvantages

Rockets in salvo: +20 (30 total)

Pause between rockets in the salvo: +50% (0.135)

Reload after salvo: +50% (13.5 sec)

 

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Scorpion "Executioner" shells augment

Advantages

Damaging the same tank will gradually decrease your reload with every direct hit by 0.5 seconds

The damage reduction can be stacked up for maximum 5 times

Disadvantages

Base reload = 3.3 seconds

Missing a shot or shooting another tank will reset the reload

If the shot misses the enemy the reload will be: 3.3 seconds, if it hits the same enemy over and over the reload will look like this; 1st hit: 2.8 sec, 2nd hit: 2.3 sec, 3rd hit: 1.8 sec, 4th hit: 1.3 sec, 5th hit: 0.8 sec

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Tesla "Heavy Plasma" augment

Advantages

Ball lightning damage: +250% (4060)

Ball lightning speed = 30 m/s

Ball lightning reload: -50% (3 sec)

Disadvantages

Ball lightning range: -50% (50m)

 

 

 

Tesla "Tesla Coil" augment

Advantages

Radius of adding a ball lightning to the circuit = 40m

Connecting to a lightning ball will speed up the reload by 50% (0.5 sec)

Damage: +125% (2025)

Critical damage: +250% (4060)

Disadvantages

Range: -20% (20m)

Critical chance = 1%

Ligtning ball speed = 1m/s

Lightning ball reload: +50% (9 sec)

NOTE: The damage has been boosted by 125% because connecting to the lightning ball will divide the damage by the enemies in the circuit! The range has been reduced to compensate for the high damage if connecting to the enemy directly and increased the ball reload)

 

 

Tesla "High Voltage" augment

Advantages

Reload: -30% (0.7 sec)

Critical damage: +160% (3016)

Radius of adding an enemy tank to the circuit: +100% (40m)

Disadvantages

Damage: -40% (540)

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

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Scorpion "Tarantula Hawk" augment [An insect with the 2nd most painful sting in the world, and it sounds cool ? ]

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (2.25 sec)

Rocket damage: +25% (500)

Rocket force = 9 cond. units

Final rocket speed = 50 m/s

Final rocket angular velocity = 60°/s

Disadvantages

Rockets in salvo: -8 (2 total)

Initial rocket speed = 10 m/s

 

 

Scorpion "Bullet Ant" augment [An insect with the 1st most painful sting in the world]

Advantages

Critical damage: +45% (2030)

Initial projectile speed = 1400 m/s

Final projectile speed = 700 m/s

Projectile force = 21 cond. units

Disadvantages

Damage: -12.5% (1015)

Recoil: +75% (5.25 cond. units)

Ricochet effect removed

Edited by Isshiki
  • Haha 1

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Tesla "Tactical Lightning" augment

Advantages

Reload: -40% (0.6 sec)

Critical damage: +30% (1508)

Lightning ball damage: +160% (3016)

Radius of adding a ball lightning to the circuit: +100% (30m)

Disadvantages

Damage: -40% (540)

Lightning ball speed = 1m/s

Radius of adding an ally tank to the circuit: -50% (15m)

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Tesla "Lightning Bolt" augment

Advantages

Damage: +125% (2025)

Critical damage: +160% (3016)

Range = 40m

Radius of adding a ball lightning to the circuit = 25m

Disadvantages

Reload: +100% (2 sec)

Cone Angle: -60% (8°)

Lightning ball range: -60% (40m)

Radius of adding an enemy tank to the circuit = 1m

Radius of adding an ally tank to the circuit = 1m

 

 

 

Universal hull "Runner" augment

Advantages

Picking up a ball, flag or decapturing a point will activate repair kit, armor boost, damage boost and speed boost supplies

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Universal augment for Hulls that enhance the performance of Overdrives by giving them new features!

 

Wasp

The N-2 bomb can be detonated after placing down the bomb by pressing shift again

 

Hopper

Freezing: 10 sec

Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities)

 

Hornet

Turns regular damage into Chaos damage for 20 seconds, but doesn't apply Supercharge on themselves

 

Viking

Delay before activation: 0 seconds
Gains immunity from all negative status effects for the duration of overdrive

 

Crusader

Maximum area damage radius: 10 meters

Average area damage radius: 20 meters

Average area damage percentage: 75%

Min. area damage percentage: 50%

(If maxed out you will deal 4000 damage from 1-10 meters, 3000 damage in the radius of 11-20 meters, and deal 2000 damage from 21-30 meters)

 

Hunter

Burning: 10 sec

Enemies will lose the flag/ball if they have been hit with the overdrive (regardless of any immunities)

 

 

Paladin

Gains 50% protection against Chaos damage

 

Dictator

Shares the following extra supplies in the radius of overdrive: +90% armor boost, +60% damage boost, +30% speed boost for 10 seconds

 

Titan

Enemies near and under dome receive Jamming status effect (40m) and receive AP status effect under the dome (20m), while allies receive AP immunity under the dome

 

Ares

The BFG cannon can be detonated by pressing shift again dealing splash damage

 

Mammoth

Gains impact force immunity

Acceleration and speed increase: +100%

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Tesla "Arachnid" augment

Advantages

Range: +20% (30m)

Critical damage: +75% (2030)

Lightning ball reload = 4 seconds (-33.3%)

Radius of adding a ball lightning to the circuit = 30m (+100%)

Disadvantages

Lightning ball damage: -90% (116)

Radius of adding an ally tank to the circuit = 1m (-96.66%)

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Posted (edited)

After serious nerf of isida healing I think that isida deserves augment which is good at healing not only as side little bonus when attacking, but as a major supporting factor meant mainly for healing. 

 

Isida  <<Solace>> 

Advantages

Healing increased: +100 % 

Critical Healing Chance: + 100 % 

Range increased: +20 % 

Recovers HP at a rate of 25% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects.

Energy consumption when healing decreased from 200 to 0 cond. units/s 

Reload decreased from 14s to 10s 

Disadvantages

Energy consumption when attacking increased from 0 to 200 cond. units/s

Energy consumption when idle increased from 50 to 100 cond. units/s

Regular damage: -50 % 

Critical damage: Disabled

 

Edited by Tekken
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Tesla "Thunderbolt" augment

Advantages

Damage: +12% (1008)

Lightning ball speed: 75 m/s

Lightning ball reload: -50% (3 sec)

Lightning ball warmup time: -100% (0 sec)

Disadvantages

Radius of adding an enemy tank to the circuit = 10m

Lightning ball damage: -12.5% (1015)

(If proceeds to be too strong reduce the splash damage of the lightning ball)

(NOTE: The lightning balls range is the base 100m, not 1000m like Electroturret!!!)

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Isida "Apollo" augment (God of Healing & Protection)

Advantages

Range = 40m

Healing per tick: +100% (200)

Critical healing: +100% (2000)

Energy consumption when healing = 0 units/sec

Healing allies will also heal you at the rate of 200HP per tick (Doesn't work if an ally has full health)

Disadvantages

Damage per tick: -50% (130)

Energy consumption when idle = 500 units/sec

 

Tesla "Blue Jet" augment (Blue jet is a real phenomenon, a concentrated lightning targeting 1 spot)

Advantages

Range = 40m

Damage: +125% (2025)

Critical damage: +160% (3016)

Disadvantages

Reload: +50% (1.5 sec)

Cone angle: -60% (8°)

Radius of adding an ally tank to the circuit = 1m

Radius of adding an enemy tank to the circuit = 1m

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

 

 

Tesla "Lightning Fence" augment

Advantages

Damage: +15% (1035)

Lightning ball lifetime = 20 seconds

Lightning ball damage: +250% (4060)

Radius of adding a ball lightning to the circuit = 40m

Connecting to a Lightning ball speeds up the reload by 50%

Disadvantages

Lightning ball speed = 0 m/s

Radius of adding an ally tank to the circuit = 1m

 

 

Tesla "Infinity Lightning" augment

Advantages

Range: +20% (30m)

Cone angle: +50% (30°)

Radius of adding an enemy tank to the circuit: +50% (30m)

Lightning toggle between enemies infinitely until you or they are dead

Chain lightning toggle speed between enemies = 0.25 s

Disadvantages

Critical damage removed

With each toggle the damage is reduced by 10%

You are not able to hit enemies who are being hit by the toggle lightning

Radius of adding an ally tank to the circuit = 1m

Lightning ball removed (You are not able to shoot a Lightning ball)

(Note: This augment is almost useless if there are no enemies grouped up)

 

 

Gauss "Tartaros" augment

Advantages

Damage: +15% (805)

Salvo damage: +20% (2040)

Aiming time: -50% (0.75 sec)

Arcade reload = 1 sec (approx. -23%)

Sniper projectile & explosion force: +50% (10.5 cond. units & 13.5 cond. units)

Disadvantages

Critical damage removed

Arcade splash damage removed

Sniper shot recoil: +50% (6 cond. units)

Turning speed & turning acceleration: -50% (45°/s)

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