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Thunder Alt Idea: "Magnum" Ammunition

 

 

wvz4og.png

 

Named after legendary ammunition, the Thunder's barrel is re-cast to hold rounds that contains much more gunpowder, an exponential increase in power slightly increases this turrets effective range, but the recoil is very dangerous now, however, light hull users will find it great for parkour. The explosive warhead is slightly improved.

 

+Range of min damage 10%

+Range of max damage 10%

+ Range of avaerge explosion radius 10%

- recoil +50%

 

11kvchv.png

Edited by Hate
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Then why does every Vulcan user I've seen so far uses incendiary band?

Because it makes Vulcan playable. Not OP, just playable.

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Then why does every Vulcan user I've seen so far uses incendiary band?

In the upper ranks it might seem OP because the tanker equips 40-50% fire module on an m3 heavy hull and can sustain the fire long enough to do real damage.

 

However in mid-ranks, when tankers have < 35% fire module and no m3 heavy hull it does not work nearly as well.

The Vulcan risks self-destruction before it can kill more than 2 tanks.

 

I have the alt on a Colonel account but found it was not useful.  I self-destructed way too many times.  Not worth using 1 RK per kill.

PLUS... for every second you fire you lose 10% damage compared to stock.

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It is a good alteration without a doubt but there are others which can be just as effective if you use them properly especially the Thunder sledgehammer rounds. In all honesty though I played DM a lot to earn 2k stars and I used Isida more than Hammer+duplet. In most of my games only 2 or 3 people max would have Isida protection and it was quick, easy kills - I also fought against Hammer+duplet and still got first place (except when 3 or 4 of them teamed up  :ph34r: )

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IMO the gap between firing the first and second shot for duplet needs to be longer, and once you press the space bar, both shots should be fired one after the other (can't fire each one individually). The clip reload time also needs to be increased.

Edited by ThirdOnion
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In the upper ranks it might seem OP because the tanker equips 40-50% fire module on an m3 heavy hull and can sustain the fire long enough to do real damage.

 

However in mid-ranks, when tankers have < 35% fire module and no m3 heavy hull it does not work nearly as well.

The Vulcan risks self-destruction before it can kill more than 2 tanks.

 

I have the alt on a Colonel account but found it was not useful.  I self-destructed way too many times.  Not worth using 1 RK per kill.

PLUS... for every second you fire you lose 10% damage compared to stock.

This maybe true in DM and juggernaut but it's is still very well manageable.

 

In team battles it's an absolute beast because an isida can just heal that Vulcan while it demolishes the enemy team in seconds.

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IMO the gap between firing the first and second shot for duplet needs to be longer, and once you press the space bar, both shots will be fired one after the other (can't fire each one individually). The clip reload time also needs to be increased.

That's exactly how I thought it was when it first came out. I only realised that wasn't the case when a guy using it had shot me, waited 2 seconds, shot me again and then proceeded to reload. Kind of the same thing for Autocannon Smoky. Since the Autocannon Icon showed 5 shells, I thought it shot 5 shells over a period of 2 seconds for it to then reload for about 1 or 2 seconds until I encountered one in a Halloween DM battle and realised it spammed shots. 

 

Many may not agree but the clip reload time needs to stay decreased. The fact that you have less ammunition in your clip means that you should be reloading faster than an unaltered clip. They have the two pros of the alteration making sense, it just needs another downside to balance it. An obvious idea could be to decrease the damage and increase the recoil. 

 

Nerf dupet's impact force, range and reload time.

No need to nerf damage.

You're giving a shotgun the ability to fire two shells at lightning speed compared to its stock counterpart. Why would you not want to decrease the damage? The reload time should stay decreased. Nerfing its range and impact force makes sense. 

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How would this affect turrets like Firebird, Isida and other Freezes? Would it increase the amount of time it takes for 1 tick of damage to be done after another when they're attacking you or your ally? 

 

Would it slow down the clip reload for Hammer? Would it slow down the reloading speed for Thunder, Smoky and Striker?

 

Would it prolong Vulcan's firing rate? By decreasing it's firing rate, you're decreasing the amount of ammo it is using, therefore, it would shoot longer. 

 

When a Shaft is charging their shot, and a Blast Freeze is shooting them, would the shot take longer to charge? 

 

When attacking a Railgun with it, would it increase the shot delay for the Railgun if they're trying to shoot you?

 

 

 

Having it have -75% Cone Angle makes it seem too much like High-Pressure Pump. There may have different buffs but I think High-Pressure Pump should be the only alteration that decreases the cone angle. High-Pressure Pump having the decreased cone angle makes logical sense seeing that the pro is more high consistent damage from farther because the flames are more concentrated. 

 

The Idea itself is pretty good but I don't think the middle rankers would be comfortable facing that. With MM rank brackets being wider than Kim Kardashian's hips, I don't think the Warrant Officers would appreciate that. 

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How would this affect turrets like Firebird, Isida and other Freezes? Would it increase the amount of time it takes for 1 tick of damage to be done after another when they're attacking you or your ally? 

 

Would it slow down the clip reload for Hammer? Would it slow down the reloading speed for Thunder, Smoky and Striker?

 

Would it prolong Vulcan's firing rate? By decreasing it's firing rate, you're decreasing the amount of ammo it is using, therefore, it would shoot longer. 

 

When a Shaft is charging their shot, and a Blast Freeze is shooting them, would the shot take longer to charge? 

 

When attacking a Railgun with it, would it increase the shot delay for the Railgun if they're trying to shoot you?

 

 

 

Having it have -75% Cone Angle makes it seem too much like High-Pressure Pump. There may have different buffs but I think High-Pressure Pump should be the only alteration that decreases the cone angle. High-Pressure Pump having the decreased cone angle makes logical sense seeing that the pro is more high consistent damage from farther because the flames are more concentrated. 

 

The Idea itself is pretty good but I don't think the middle rankers would be comfortable facing that. With MM rank brackets being wider than Kim Kardashian's hips, I don't think the Warrant Officers would appreciate that. 

- exactly right, that's why I said rate-of-fire, not just reload, think of it as an exact opposite of Viking's planned overdrive.

-yes it would slow down re-load/fire rate of every gun

-no, it would not prolong an allied Vulcan firing rate, it still would be able to cool them tho

-yes, that does count as a loading procedure.

-also yes.

-I cover all this in the newly added spoiler 

 

I chose the cone angle to nerf cos, well, when I use HPP it's a pain in the ass to aim sometimes xD also its a simple and familiar idea, and people who used HPP in the past would be able to transition between alts pretty easily. I agree about what you said about the suggested price and rank, but I don't think this alt should be very expensive at all, and therefore a lower rank, but I'll keep thinking about it, thanks.

Edited by Aigaion

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Many may not agree but the clip reload time needs to stay decreased. The fact that you have less ammunition in your clip means that you should be reloading faster than an unaltered clip. They have the two pros of the alteration making sense, it just needs another downside to balance it. An obvious idea could be to decrease the damage and increase the recoil. 

As GorgoBlesk likes to say, duplet has something like 35% more DPM (or DPS?) than stock. That's a problem. Notice how generally, if you have a turret that does high single shot damage, it has a long reload to compensate. Low damage per shot = high firerate + high DPM. High damage per shot = low firerate + lower DPM. In this case, duplet is pretty much a high damage per shot turret (the two shots really count as one shot), so it makes absolutely no sense for it to actually have better sustained damage than stock Hammer. Higher burst damage should be compensated with worse sustained damage. 

Edited by ThirdOnion
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That's exactly how I thought it was when it first came out. I only realised that wasn't the case when a guy using it had shot me, waited 2 seconds, shot me again and then proceeded to reload. Kind of the same thing for Autocannon Smoky. Since the Autocannon Icon showed 5 shells, I thought it shot 5 shells over a period of 2 seconds for it to then reload for about 1 or 2 seconds until I encountered one in a Halloween DM battle and realised it spammed shots. 

 

Many may not agree but the clip reload time needs to stay decreased. The fact that you have less ammunition in your clip means that you should be reloading faster than an unaltered clip. They have the two pros of the alteration making sense, it just needs another downside to balance it. An obvious idea could be to decrease the damage and increase the recoil. 

 

You're giving a shotgun the ability to fire two shells at lightning speed compared to its stock counterpart. Why would you not want to decrease the damage? The reload time should stay decreased. Nerfing its range and impact force makes sense. 

Hard to believe stock has max damage range of 60m - seems too long for a shot-gun that does very high damage instantaneously.

 

But the way players use hammer I doubt nerfing it's max-damage-range will have much impact (pun intended) - most users are well under the max damage range when they strike.  Even cutting in half will not affect majority of players.

 

They gotta do something though... picking two of the three below is a start...

- increase recoil (by a LOT - it basically is 2 shots in one after-all)

- reduce rotation

- decrease damage

 

3rd option kinda is counter to the theme of increased DPS through double-shot.  But not sure if nerf 1 + nerf 2 will be enough.

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A better alteration would be to increase damage in return for lower healing. I mean there is one that does the opposite so why not this.

It already has highest DPS in game - increasing that even more would make it really OP in DM - where nerfed healing has no impact at all.

 

I'd go opposite way:

Lower DPS, but increase energy pool so that by time energy is depleted it does more TOTAL damage than stock.  Just takes longer.

This would allow it to take on heavy hulls that have protection, but not as efficient at killing light hulls.

 

Currently Isida has no decent alterations while many turrets have multiple alterations that are worth buying.  Makes no sense.

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No, firebird has the highest DPM in the game, not isida.

Increased energy pool would mean that total damage would ........ forget that, isidas would be dead in no time if it takes that long to kill any tank. You just want to weaken isida. My idea is not OP, if it is why not complain about alterations of hammer, vulcan, thunder, twins, ricochet, firebird which are all far more OP than my suggestion.

What?    <_<    What is DPS of m4 firebird?   What is DPS of m4 Isida?

 

Why would i want to weaken Isida?  I have m3 18/20 and have more hours on Isida than any other single turret.

 

Of course your idea is OP - you want to increase it's attack but have no negative effects in DM.

It's win-win.   Alterations are not supposed to be win-win.

 

We are not discussing other alterations.  We are discussing the proposed alteration for Isida.

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Isida only has higher DPS on paper only but in practice firebird can win a duel with isida. Go test it for yourself. In DM, isida doesnt have any special ability burning, freezing, splash, etc) and can only deal damage whereas all other turrets at least retain their unique abilities. So there is nothing wrong with increasing isida damage since it's necessary.

 

Proposed alteration of isida MUST CONSIDER ALTERATIONS of other turrets so it would be balanced compared to them. No one can ignore it.

Well Firebird is OP - so using that as your baseline is a mistake.  People have been complaining about Firebird for a while.

 

And I disagree that alteration MUST consider other alterations. 

You need to consider what you want your turret to do better, and weigh that against a nerf to balance it out.

Decreasing healing does not balance it out.

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Well this got rejected in the past but im bringing it back. This was overpowered which was why it was removed however they can nerf it a bit before re adding it. They changed the way twins works so that twins did self damage however you could make it the old way by buying the alteration. They should do this for isida ;3.

I had an old acc. On that , with DP, I could kill a Twins M1+ on Viking M1+ with my Isida M0 hornet M0, taking very little damage.

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No, firebird has the highest DPM in the game, not isida.

Increased energy pool would mean that total damage would ........ forget that, isidas would be dead in no time if it takes that long to kill any tank. You just want to weaken isida. My idea is not OP, if it is why not complain about alterations of hammer, vulcan, thunder, twins, ricochet, firebird which are all far more OP than my suggestion.

It makes complete sense. Isida has enough energy for 10 seconds of healing but ONLY for 5 seconds of attack. Simply said, Isida is broken.

 

Now I want an alteration which gives me 10 seconds of attack but decreases damage by 25%. It means that Fire and Freeze would out-DPS me but I would perform better in longer fights.

 

Simple maths:

 

5*100=500

10*75=750

 

I could do more damage before my stupid energy runs out.

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Whenever a turret annoys you, just use twins to finish them off.

When long range turrets annoy you across the map, you simply can not kill them with Twins. You have not enough range.

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I agree although I am a Hammer Duplet user. Also, Thunder and Vulcan alts are OP too. Urgently a rebalance must come.

Only good Thunder alt is Subcaliber rounds. No splash, no self-damage. Good for players who do not utilise splash and get often self-damaged.

 

Small rounds charging machine gives you -20% reload and -20% damage. That means the same DPS but lower damage per shot. Bad for peek-a-boo, bad when you start 1v1 fight with reloaded turret. You hit more often so you are maybe annoying with impact force but you also need to make aiming corrections more often due to recoil. Overall, this alteration makes Thunder worse.

 

Sledgehammer gives you -30% reload but you have only 10% range (<15m). Almost all the time, you will shoot beyond this range and 50% weak damage will be applied. It can be effective but very weird to use.

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There is already 1 Freeze alteration that reduces cone angle. That is more than enough.

 

Freeze could have a 'turret ring jammer' alteration. It would simply prevent the frozen enemies from rotating the turret. Of course, -10% damage.

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