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2 hours ago, DieselPlatinum said:

Let's first nerf hornets ignore ability. Then if it still proves OP, then we can go ahead with this.

I think you aren't right in that.  I don't think and see in battles that hornets od is the mostvpowerful one.  Without its ability its nothing. 

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11 minutes ago, mjmj5558 said:

I think you aren't right in that.  I don't think and see in battles that hornets od is the mostvpowerful one.  Without its ability its nothing. 

I see it plenty.  Every battle has a rail-hornet one-shotting medium tanks equipped with DA + rail module.

 

And... there were many Rails in many battles before ODs came along.  Rail and Thunder were arguably the most popular.

So they were using Rail because it was "nothing"?  I beg to differ.

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15 minutes ago, mjmj5558 said:

I think you aren't right in that.  I don't think and see in battles that hornets od is the mostvpowerful one.  Without its ability its nothing. 

I didn't say to remove its ignore ability, just a nerf to it. The complete ignore is basically a counter to every OD while there's no counter to it.

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While it is true that this alt provides tremendous DPS, you also can't overlook the fact that it takes a longer time to reload and charge up. If you go up with LCR against someone with Scout alt, you're pretty much done for. This is also the same case with Twins/Smoky/Thunder/etc..

 

This alts sits in an awkward position where it provides high rewards but it also operates at a high risk. If you miss your shot, you're going to get the worst of it until you reload and more often than not, you'll just end up dead. If you know how to use it properly, you'd obviously prevail with that kind of DPS. But, then again, that's the case for most other alts, isn't it? I clearly have a biased opinion regarding this matter since LCR is my main alteration for Railgun, but that doesn't invalidate my arguments. This is of course not mentioning the fact that Railgun protections are insanely common in MM, which is in itself a way of balancing it's effect.

 

Don't get me wrong, I agree that this is a powerful alteration, but it comes at a heavey price. 

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4 minutes ago, classic-style-hiphop said:

While it is true that this alt provides tremendous DPS, you also can't overlook the fact that it takes a longer time to reload and charge up. If you go up with LCR against someone with Scout alt, you're pretty much done for. This is also the same case with Twins/Smoky/Thunder/etc..

 

This alts sits in an awkward position where it provides high rewards but it also operates at a high risk. If you miss your shot, you're going to get the worst of it until you reload and more often than not, you'll just end up dead. If you know how to use it properly, you'd obviously prevail with that kind of DPS. But, then again, that's the case for most other alts, isn't it? I clearly have a biased opinion regarding this matter since LCR is my main alteration for Railgun, but that doesn't invalidate my arguments. This is of course not mentioning the fact that Railgun protections are insanely common in MM, which is in itself a way of balancing it's effect.

 

Don't get me wrong, I agree that this is a powerful alteration, but it comes at a heavey price. 

OK.

LCR users are not going to go out in the open and "duel".  They will attack (and many times kill) targets from under cover.  If the target is not dead after first shot they will hide until recharged.  Since it's a distance weapon primarily, the targets are often not likely to confront the Rail until it is recharged again.

 

Protections can't be used as a "balancing" argument.  Anyone can equip any protections against any turret.  There's a reason why Rail protection so popular... right?

 

On it's own, LCR is not insurmountable.  It's the combination with ODs like hornet.  It is way more effective with hornet than many turrets due to it's ability to one-shot a fully protected medium hull.  In the end I agree with Diesel though that it's the Hornet OD needs a tweak - since that is what makes LCR unstoppable.

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1 hour ago, wolverine848 said:

OK.

LCR users are not going to go out in the open and "duel".  They will attack (and many times kill) targets from under cover.  If the target is not dead after first shot they will hide until recharged.  Since it's a distance weapon primarily, the targets are often not likely to confront the Rail until it is recharged again.

 

Protections can't be used as a "balancing" argument.  Anyone can equip any protections against any turret.  There's a reason why Rail protection so popular... right?

 

On it's own, LCR is not insurmountable.  It's the combination with ODs like hornet.  It is way more effective with hornet than many turrets due to it's ability to one-shot a fully protected medium hull.  In the end I agree with Diesel though that it's the Hornet OD needs a tweak - since that is what makes LCR unstoppable.

Also, railgun reload speed when Viking OD activated needs a nerf. Shoots as fast as thunder but deals 50% more damage. Add in LCR and that's double the amount of damage that thunder deals. On my KillerDiesel account, I can kill a jug in 4 shots, each dealing around 4600 points of damage.

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My gripe with Railgun is that 5 of its 7 alterations are said to be more powerful than Stock. Whether on paper, by word of mouth from its avid users, or both. 

 

LCR is your classic "high damage, high reload" alteration. It's firing rate to me only becomes a problem at M4, where its parameters are most efficient. You either go for Stock with a moderate damage output every 3.7 seconds, or a high damage output every 5.22 seconds. But really, between Stock and LCR is the damage I expect a Railgun to be dealing. It's a long-ranged turret after all. 

 

RD can deal more damage than LCR potentially. But it can also deal low damage. You get more damage to offset the decreased minimum damage, which results in an increase in average damage per shot. Some battles with it, half or the majority of my shots are average damage or lower, while in other battles, the majority of my shots are average damage or higher and I pity anyone who had to go up against that expecting a regular Railgun but instead getting a boosted one. The impact force increase from it makes enemy Railguns flip my Wasp if I survive.  And I use a turret that cannot get my Wasp back on its feet so it's annoying every time that happens. ?

 

"Scout" is much better for sustained fire. I would say it's better to 2-shot the medium hull very quickly than to have a high chance failing to one-shot it. And it retains Stock's impact force. If it's far away, I cannot do anything to it if I'm using a slippery hull. 

 

"DH"C. I cannot comprehend why it is in its current state. On paper, it's just Railgun but every time you get a kill you reload. The 10% delay time increase is barely noticeable against it. It used to be +10% to the base reload (a bigger number), but then they buffed it by placing the +10% on the shot delay instead. If I had "DH"C, I would see no reason to use Stock Railgun. If you're going to make an alteration that instantly reloads after a kill, the general formula is to decease its damage output by a good but not too bad amount. But the amount we're talking about is a difference of a shot every 3.7 seconds vs every 3.81 seconds. 

 

Hyperspace Rounds...the fact that allies contribute to the damage increase is just...no. That's a +100% damage boost from penetrating one tank. Compared to the +70% damage boost you have a very low chance of getting with RD. The tank doesn't even have to be an enemy. Really the only thing to worry about with this is the impact force decrease if it ever comes into play. The 10% maximum damage decrease only takes away what little chance you had to one-shot a medium hull. But to get a 100% damage boost on top of that? Wow. Don't wanna seem like I'm venting but to put it into perspective, if you have DD and you get 2 tanks with the shot, the 2nd one gets the (slightly less) equivalent of if a Stock Railgun hit it with a max-levelled Booster Drone. 

 

Bottom line? They just outshadow Stock. I see people calling Stock Railgun bad all the time and that that is one of the reasons they use the alterations. Other players may get mad at LCR or RD Railguns because "it breaks the game's balance and it's unfair". I get mad because I know that Stock can't ever be this efficient. Every time my M3 medium hull gets near one-shotted by an LCR Railgun or gets one-shotted by an RD or Hypersapce Rounds while I have 28% protection against it, I just think about how Stock would have taken 2 or 3 shots just to bring me down, and that it would be dead before it got me. 

 

 

Hoping that I didn't sound hostile saying what is above, I will say this. MM is chaotic. MM is your main source of valuable rewards. You need to be very efficient there. So to me, it is perfectly understandable if I never encounter a Stock Railgun. It's sad to think about, but I know that that's just the flow of things. If a turret needs an alteration to be a comfortable pick in what is considered the game's main aspect, then that is a problem itself that needs to be addressed. 

 

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4 hours ago, TheCongoSpider said:

"Scout" is much better for sustained fire. I would say it's better to 2-shot the medium hull very quickly than to have a high chance failing to one-shot it. And it retains Stock's impact force. If it's far away, I cannot do anything to it if I'm using a slippery hull.

This is one of the issues.  Should NOT retain same impact.  Smoky auto-cannon has a drastically reduced impact - as it should. And so should Scout.

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5 hours ago, wolverine848 said:

This is one of the issues.  Should NOT retain same impact.  Smoky auto-cannon has a drastically reduced impact - as it should. And so should Scout.

Imagine autocannon with standard impact force.  It would be sick.  

 

Also, I think that scout dps should be lowered to stock(idk), but retain the impact force.  Peeking more means higher chance of getting hit, and impact force being kept the same would make encounters more interesting.

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On 1/12/2020 at 5:40 AM, Ahnialatoroftanks said:

Ive been thinking... new alteration. Ah! 

Striker alteration unlocked at warrant officer 4.

Hurricane

Positive attributes:

Fire 12 rockets per salvo. (Best for campers in tjr) 

Reloading time: -30%

Negative attributes;

Targeting time: +100%

Damage decrease: -20%

There is no reason to have this alteration if Missile Launcher "Cyclone" exists. 

 

This alteration is impractical anywhere but TJR, and you even stated it's best for there.  This is clearly pandering. 

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Multi-Beam Generator (Isida)

Unlocked at the rank "General"

Allows the turret to hit multiple enemies or allies (or both) at the same time. Base damage is increased, but the damage and healing is divided among each of the targets.

Isida can hit up to five targets at once.

Damage per second increased by 5%.

When hitting 2 targets, the damage/healing is reduced by 50%.

When hitting 3 targets, the damage/healing is reduced by 66%.

When hitting 4 targets, the damage/healing is reduced by 75%.

When hitting 5 targets, the damage/healing is reduced by 80%.

Edited by Tanker-Arthur

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What about an Isida alteration that makes it throw damaging and healing spheres (maybe like this) along with the general healing (by holding down the spacebar), with a few damage and reload changes?

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Bombardment (Magnum)

Unlocked at the rank "Brigadier"

Loads the barrel with three explosive shells at once. Shells have an unpredictable flying path and require extra time to reload, but you're enemies will be in for a storm.

Magnum fires three shells per shot - Overall damage output by the shells is 300%.

Shells will travel in a 20 degree angle cone of the turret.

Reload time increased by 2 seconds.

 

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Thermite Rounds (Gauss)

Unlocked at the rank "Warrant Officer 5"

The high power round is replaced with a less penetrative, thermite round. Upon exploding, will ignite all enemies in the explosion radius.

When firing a shot in sniping mode, all enemies hit will be ignited at 50% the max temperature.

Sniping damage reduced by 40%.

Reload after the sniping shot increased by 10%.

Impact force reduced by 50%.

 

 

Ballista Rounds (Gauss)

Unlocked at the rank "Lieutenant General"

The high power round is replaced with an extremely powerful tungsten round. These shots will not explode, but will intensely compromise one's armor. One would have to keep a steady foot when firing these rounds.

Sniping damage increased by 100%.

Impact force increased by 70%.

No self-damage.

Recoil increased by 50%.

No splash damage.

Charge during sniping mode increased by 100%.

Reload after the sniping shot increased by 25%.

 

 

Heat-Seeking Rounds  (Gauss)

Unlocked at the rank "Master Sargent"

Players who are not experienced sharpshooters will greatly appreciate this alteration. Adds an heat-sensor on the regular rounds that causes them to curve towards the nearest enemy, but at the same time reduces their explosiveness.

Regular shots will gradually curve towards enemies at an angle of 2 degrees as they travel, horizontally and/or vertically.

Splash radius of regular shots decreased by 50%.

 

"Viking" Barrel  (Gauss)

Unlocked at the rank "Major"

Retrofitting the barrel with Viking's Berserk Reactor allows the turret to considerably increase its firing rate. Additionally, the reactor stabilizes the damage, removes all the components needed for a charged shot, and slows down the turret's rotation speed. 

Reload speed decreased to 0.7 seconds.

Removes sniping ability.

Rotation speed reduced by 35%.

Rotation speed further reduced by an additional 20% when firing.

Only does the minimum damage.

Range of max damage reduced to 50 meters (all modifications).

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Hammer

Northern Wind: This is sure to bring a chill down your enemy's spine. Damage is reduced due to a few pellets being replaced by freezing ammunition.

+Freezing effect (a third of what takes to completely freeze someone per shot)

-Less damage (maybe somewhere arround -35%)

 

Railgun

Funny Story: Projectiles ricochet once. The damage is lowered, so your enemies may be laughing now, but you will have the last laugh when they see this surprise.

+Projectiles bounce one time.

+The bullet doesn't loose penetration.

-Less damage (maybe -40%, so you can get extra damage if using it effectively)

-Self damage (you only get half of the actual damage if you hit yourself)

 

B.S.D: The Saboteur Tank Division (also known as Black Spots of Death) use this special modificiation that removes the initial glow when you're charging your shot. The alteration has been leaked to the black market, so now you can also try it out! Your enemies will be clueless. The new reload mechanism is slower, to carefully place bullets in the barrel whitout blowing up.

+Charge up glow removed

-14% slower reload

 

Freeze

Fallout: Charge completely replaced by highly corrosive acid. You will melt trough your enemy's armor quickly, but the enemy becomes faster due to melting components.

+50% damage

-Enemy's tank becomes faster while you're attacking (max speed, turret rotation) so freezing is obviously removed.

(no, there's no burn effect)

 

Isida

Necromancer: RISE, MY MINIONS! This alteration allows you to have a chance to bring tanks back to life as new allies (until they are blown up, it is). Charge is drained quicker to feed the special advanced repair nanobots, and some of the healer nanobots are replaced, so healing is less effective.

(more explanation): After your oponent's death, there's a 1/5 chance of him becoming an allied clone bot (fully restored HP, no supplies and the metallic paint). The clone has the same alterations the cloned enemy had (however if it has the necromancer alteration, it's replaced by stock isida). It is permanent, until the clone is destroyed. Isida uses more charge, and healling is less effective, because can you imagine someone healling an army of clones? No thanks.

+Chance to revive enemies as allies (20%)

-15% charge

-40% healing

(Bonus: an achievement called "challenge yourself": Destroy your own clone).

 

Mine alterations (I dunno, they just sound cool)

Spider mine: A mine that moves. Moves as slow as an Mk3 mammoth, has half the damage of a normal mine. ACTUALLY: SCRAP THAT IDEA. I just imagined magnum using the miner alteration + this. NIGHTMARE FUEL. (or just make magnum aways shoot the normal mine idk)

Criomine: Freezes enemies in place. Has 6 times less damage than a normal mine, so it's better used to defend something.

Edited by Pepsi_Man
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On 1/26/2020 at 9:17 PM, Pepsi_Man said:

Hammer

Northern Wind: This is sure to bring a chill down your enemy's spine. Damage is reduced due to a few pellets being replaced by freezing ammunition.

+Freezing effect (a third of what takes to completely freeze someone per shot)

-Less damage (maybe somewhere arround -35%)

 

 

 

Isida

Necromancer: RISE, MY MINIONS! This alteration allows you to have a chance to bring tanks back to life as new allies (until they are blown up, it is). Charge is drained quicker to feed the special advanced repair nanobots, and some of the healer nanobots are replaced, so healing is less effective.

(more explanation): After your oponent's death, there's a 1/5 chance of him becoming an allied clone bot (fully restored HP, no supplies and the metallic paint). The clone has the same alterations the cloned enemy had (however if it has the necromancer alteration, it's replaced by stock isida). It is permanent, until the clone is destroyed. Isida uses more charge, and healling is less effective, because can you imagine someone healling an army of clones? No thanks.

+Chance to revive enemies as allies (20%)

-15% charge

-40% healing

(Bonus: an achievement called "challenge yourself": Destroy your own clone).

are those BTD references?

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3 hours ago, Dark.Angel said:

are those BTD references?

hmm nope, if there's something like that there that's a interesting coincidence! Just tried to think about something else rather than "more damage, less reload, da dee da-da"

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On 1/26/2020 at 4:12 PM, Tanker-Arthur said:

Multi-Beam Generator (Isida)

Unlocked at the rank "General"

Allows the turret to hit multiple enemies or allies (or both) at the same time. Base damage is increased, but the damage and healing is divided among each of the targets.

Isida can hit up to five targets at once.

Damage per second increased by 5%.

When hitting 2 targets, the damage/healing is reduced by 50%.

When hitting 3 targets, the damage/healing is reduced by 66%.

When hitting 4 targets, the damage/healing is reduced by 75%.

When hitting 5 targets, the damage/healing is reduced by 80%.

I like it.  Reminds me of the old nanobots from Robocraft.  RIP old Robocraft, best game ever.  Devs destroyed it slowly.  I'm beginning to the process mirrored in this game.  

Edited by 123tim456back

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Thunder Alt: "Drill Bomb"

+Fires drills which bore into the enemy then explode after they're dead, the more shots it takes the higher the damage (Caps at 300, 50 per drill).
-20% less damage, pre-death shots deal no splash damage.

Unlock rank: First Lieutenant

Price: 500,000 crystals

Description:

Many a tanker have looked upon their Thunder and thought "This is good, but what if it had more boom?". With this alt the regular HE rounds are replaced with a special smart drilling shot that detonates after successfully destroying the enemy, sending shrapnel made of their own hull flying everywhere and detonating their fuel and ammunition. The lowered individual shot damage is traded off by the larger explosion it generates from all the bombs you fill the enemy with.

Edited by The-Operator219
Forgot to color the stats.

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4 hours ago, The-Operator219 said:

Thunder Alt: "Drill Bomb"

+Fires drills which bore into the enemy then explode after they're dead, the more shots it takes the higher the damage (Caps at 300, 50 per drill).
-20% less damage, pre-death shots deal no splash damage.

Unlock rank: First Lieutenant

Price: 500,000 crystals

Description:

Many a tanker have looked upon their Thunder and thought "This is good, but what if it had more boom?". With this alt the regular HE rounds are replaced with a special smart drilling shot that detonates after successfully destroying the enemy, sending shrapnel made of their own hull flying everywhere and detonating their fuel and ammunition. The lowered individual shot damage is traded off by the larger explosion it generates from all the bombs you fill the enemy with.

Why not just splash damage through a wall? Damage is less but impact is greater.

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13 hours ago, Benefactor said:

Why not just splash damage through a wall? Damage is less but impact is greater.

That's already a thing. Not in the way you're talking about, but the entire advantage to splash damage is being able to hit things behind corners and walls.

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I got an ideas for an alternative for Freeze "Cryo Mines" you got to press and hold it down and produce mine that's destroy and freeze the tank

Damage -25

Decrease Freezing time by 20%

 

 

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I got an ideas for an alternative for Freeze "Cryo Mines" you got to press and hold it down and produce mine that's destroy and freeze the tank

Damage -25

Decrease Freezing time by 20%

 

 

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