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Turret augments should have unlock ranks.


PirateSpider

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Ever since the unlock ranks were removed, certain augments tend to overwhelm the beginner and low ranks. Ex: auto cannon, scout, uranium, etc. So I would like to bring back unlock ranks for turret augments. Here's how I would put them.

Firebird augments:

High pressure pump - unlocks at master sergeant.

Adrenaline - unlocks at warrant officer 5.

Compact fuel tanks - unlocks at LT colonel.

Incendiary mix - unlocks at marshal.

 

Freeze augments:

High pressure pump - unlocks at master sergeant.

Corrosive mix - Unlocks at warrant officer 1.

Adrenaline - unlocks at captain.

Shock freeze - unlocks at major general.

Toxic mix - unlocks at legend.

 

Isida augments:

Broadband radiators - unlocks at master sergeant.

Support nano bots - unlocks at warrant officer 4.

Adrenaline - unlocks at major.

Nano mass reactor - unlocks at colonel.

Vampire nanobots - unlocks at marshal.

 

Tesla augments:

Minus field - unlocks at master sergeant.

Adrenaline - unlocks at warrant officer 3. (If it exists)

Acceleration protocol - unlocks at captain.

Dilatory Protocol - unlocks at colonel.

Electro turret - unlocks at marshal.

 

Hammer augments:

Slugger - unlocks at master sergeant.

Dragons breath and wyverns breath - unlocks at warrant officer 2.

High capacity ammo clip - unlocks at warrant officer 5.

Adrenaline and adaptive reload - unlocks at 1st LT.

Jamming shot - unlocks at major.

Duplet - unlocks at brigidiere.

Blunder buss - unlocks at marshal.

Armor piercing shot and magnetic pellets - unlocks at legend.

 

Twins augments:

Adrenaline - unlocks at master sergeant.

Heavy plasmagun - unlocks at warrant officer 5.

Plasma accelerators - unlocks at captain.

Stable plasma - unlocks at brigidiere.

 

Ricochet augments:

Destabilized plasma - unlocks at master sergeant.

Minus field stabilization - unlocks at warrant officer 5.

Adrenaline - unlocks at major.

Berserk - unlocks at colonel.

Plasma torch - unlocks at marshal.

Super smart minus field - unlocks at legend.

 

Smoky augments:

Assault rounds - unlocks at master sergeant.

Super cumulative rounds - unlocks at warrant officer 1.

High precision aiming system - unlocks at warrant officer 4.

Rubberized rounds and explosive rounds - unlocks at captain.

Adrenaline - unlocks at major.

Incendiary rounds and cryo rounds - unlocks at colonel.

Sorted ammunition - unlocks at major general.

Auto cannon - unlocks at marshal.

Armor piercing rounds, Paralyzing rounds, and EMP rounds - unlocks at legend.

 

Striker augments:

Hunter - unlocks at master sergeant.

Remote rocket explosives - unlocks at warrant officer 5.

Adrenaline - unlocks at major.

Uranium - unlocks at brigidiere.

Cyclone - unlocks at marshal.

Armor piercing missiles and stunning missiles - unlocks at legend.

 

Vulcan augments:

Reinforced aiming transmission - unlocks at master sergeant.

Shooting speed regulator - unlocks at warrant officer 2.

Adrenaline - unlocks at 2nd LT.

Rubberized rounds - unlocks at LT colonel.

incendiary bands - unlocks at LT general.

 

Thunder augments:

Sub caliber rounds - unlocks at master sergeant.

Small caliber charging machine - unlocks at warrant officer 3.

Adrenaline - unlocks at major.

Sledgehammer rounds - unlocks at major general.

 

Railgun augments:

Reinforced aiming transmission - unlocks at master sergeant.

Round stabilization - unlocks at warrant officer 2.

Round destabilization - unlocks at warrant officer 5.

Adrenaline and death herald compulsator - unlocks at 1st LT.

Hyperspace rounds - unlocks at major.

Incendiary rounds and cryo rounds - unlocks at brigidiere.

Large caliber rounds - unlocks at LT general.

Electromagnetic accelerator scout - unlocks at marshal.

Super armor piercing rounds, stun rounds, and EMP rounds - unlocks at legend.

 

Magnum augments:

Reinforced gun carriage - unlocks at master sergeant.

Automated gunpowder loading mechanism - unlocks at warrant officer 3.

Adrenaline - unlocks at captain.

Mortar - unlocks at brigidiere.

Harpoon - unlocks at marshal.

Armor piercing core - unlocks at legend.

 

Gauss augments:

Adrenaline - unlocks at master sergeant.

Electromagnetic salvo and armor piercing salvo - unlocks at legend.

 

Shaft augments:

Short band emitter - unlocks at master sergeant.

Adrenaline - unlocks at warrant officer 3.

Heavy capacitors - unlocks at 3rd LT.

Light capacitors - unlocks at captain.

Rapid fire mode - unlocks at major general.

Healing emitters - unlocks at marshal.

Armor piercing sight - unlocks at legend.

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46 minutes ago, PirateSpider said:

Toxic mix - unlocks at legend.

Isn't Legend and Marshal Rank a lot to get to for an Augment we like?

Some players like getting Augments earlier so they can practice with it from the start.

 

But having unlock levels on stronger Augments is a good idea, indeed!

So we can allow all players, F2P and P2W, to get equal levels of items in battle!

We should make the strong Augments available, a little earlier than Marshal Rank.

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54 minutes ago, PirateSpider said:

 

 

Isida augments:

 

Vampire nanobots - unlocks at marshal.( nope )

Vampire nanobots must stay in ULTRA cont. 

I don't want to deal with whole army of self healing bots. If it is few buyers who got it, then I can deal with it.

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Before anyone says "what about the other turrets augments?!" I'm working on it. I'm gonna keep editing my post till all the turret augments are listed on there. I'll let you know when I updated it. Ok?

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Freeze toxic mix is very balanced to make it till marqhal, unlike incendiary mix. For freeze, adrenaline is much more challenging since it has freezing + the capacity of dealing 35% damage if your heal is low.

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1 minute ago, PirateSpider said:

Topic post has been updated. Tesla, hammer, twins, and ricochet augments are now on the list. Will edit in more later.

please just stop, u are putting ultra cont augments on the list. You must be joking

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2 minutes ago, fire_shoter said:

please just stop, u are putting ultra cont augments on the list. You must be joking

They're most likely gonna be added into the garage for purchase later on anyway. ?‍♂️

 

Might as well include them.

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First of all, this list is very illogical. Why adrenalune augments for different turrets have different unlock ranks? I feel like you made your tier list of augments for each turret, then give them the unlock ranks. 

Also, due to the advantages that legends have when fighting against lower ranks, the last augments should unlock at brigadier. 

Oh by the way, unlock ranks could only make sense if you could get the augments anytime, and equip it after you reached the unlock rank.

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Will never happen. The devs like buyers so much they made it so that at lieutenant colonel, if you have the cash, you can be as maxed out as a legend with 9999 G/S and 10 zillion hrs in the game.

Would cost a small fortune, but there are players that do just that. 

2 hours ago, thunderhunter123 said:

Some players like getting Augments earlier so they can practice with it from the start.

Some players like getting augments earlier so they can wipe out other players of similar are lesser rank in battle. @thunderhunter123 I think you will find my assessment for more accurate than yours.

 

2 hours ago, thunderhunter123 said:

So we can allow all players, F2P and P2W, to get equal levels of items in battle!

I really do not no were to begin with that, so I will just have a lie down instead and pretend you were joking.

2 hours ago, thunderhunter123 said:

We should make the strong Augments available, a little earlier than Marshal Rank.

So that buyers..............etc,etc,etc.

  

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I agree with this, However I dont think you should have to be a legend yo use a certain aug. I would say the max rank needed to have an augament should be marshal. I mean think of the people that barelly play. They cant get to legend very fast, it could take them a few months or even a year to reach legend. I think this idea should be implimented but it shouldnt take 1.4mill xp to be able to use an aug. I also think that if you get an augament from an ultra cont. There should be no rank limit, you should be abl to use it right away. Or atleast lower the rank req. for the aug. to be used.

 

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4 hours ago, mjmj5558 said:

First of all, this list is very illogical. Why adrenalune augments for different turrets have different unlock ranks? I feel like you made your tier list of augments for each turret, then give them the unlock ranks. 

Adrenaline augments benefit some turrets more than others. I'm basing them off of power, popularity, and skill factor.

5 hours ago, mjmj5558 said:

Also, due to the advantages that legends have when fighting against lower ranks, the last augments should unlock at brigadier. 

And then the brigadier players with those augments will infest battles that house even lower ranks, and these lower ranks will be even less prepared to deal with them.

5 hours ago, mjmj5558 said:

Oh by the way, unlock ranks could only make sense if you could get the augments anytime, and equip it after you reached the unlock rank.

I agree with this, however, I bet thousands will complain that they won't be able to use the augment they got from a container.

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7 hours ago, TheCongoSpider said:

It's too late for this. 

What do you mean?

3 more turrets left.

Ok I am finally done. The post is now complete.

And damn, this was by far my most ambitious idea I have ever done.

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34 minutes ago, Incorp said:

You did well, but I don't think this is good idea. Alterations are just supposed to be available at all ranks.

Well before the current system, they actually had unlock ranks they were much cheaper too. You could get the cheapest ones for only 20k crystals. And then they were moved to only containers for a short period of time, and here we are with the current system.

The problem with the current system is that some of these augments that were meant for higher ranks are just destroying the low ranks with ease.

 

Now I'm not saying to revert back to the old system, since it too had flaws, I will give 5 examples of these flaws:

 

1) duplet was a very popular augment for hammer, and it unlocked way earlier than adaptive reload, which was much less popular.

2) berserk augment for ricochet was often overshadowed by plasma torch since there were more around simply because plasma torch unlocked much earlier.

3) cyclone and uranium augments for striker were very common due to having earlier access compared remote rocket explosives which arrives very late in the game, thus were very rare to encounter.

4) More people used incendiary band augment for Vulcan than shooting speed regulator, simply because it unlocked earlier.

5) Death herald and hyper space augments for railgun were kinda meh for their ranks, and that's because two of the most over used augments for railgun at the time - scout and large caliber rounds - unlocked much earlier.

 

I think the list I have in the post would be much better than the old system.

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Just now, PirateSpider said:

1) duplet was a very popular augment for hammer, and it unlocked way earlier than adaptive reload, which was much less popular.

2) berserk augment for ricochet was often overshadowed by plasma torch since there were more around simply because plasma torch unlocked much earlier.

3) cyclone and uranium augments for striker were very common due to having earlier access compared remote rocket explosives which arrives very late in the game, thus were very rare to encounter.

4) More people used incendiary band augment for Vulcan than shooting speed regulator, simply because it unlocked earlier.

5) Death herald and hyper space augments for railgun were kinda meh for their ranks, and that's because two of the most over used augments for railgun at the time - scout and large caliber rounds - unlocked much earlier.

True....

 

But at the time, they were "Alterations".

 

Aka, just "optional" modifications for "customizing" your turret, so popularity didn't really matter too much, at least in my opinion. As long as they were "equal" in power to the default turret, they seemed fine.

Although, Duplet and Uranium were indeed OP back in the day when it was first released, so that probably explains their popularity, but they have since been heavily nerfed (well, not anymore for Uranium lol).

Plasma Torch is popular because, lets be honest, same with Smoky's Autocannon, people seem to love rapid-fire weapons.

Cyclone was popular back in the day because Solo Juggernaut was a permanent gamemode at the time, and it was the best thing a F2P player could use, or any player really, to destroy the Juggernaut.

Incendiary Band was popular because it paired well with teammates using Isida lol, back when Isida could actually heal. Also, at the time, it was a bit "strong" because it had pin-point accuracy due to Vulcan having and insta-hit laser as it's shooting mode. The bullets was just a "shot effect" at the time lol.

And honestly, Railgun's Scout and LCR are just "way easier" to utilize than Hyperspace and Death Herald. Not saying they were unbalanced at the time, its just Scout and LCR had an effect on every shot you did while Hyperspace and Death Herald only works in certain situations, so I guess that's why players liked Scout and LCR better.

 

But yes, unlock ranks do have an effect but stuff like Smoky's Autocannon was unlocked at Brigadier or something like that and it has probably been Smoky's most popular alteration. Compact Fuel Tanks and Corrosive Mix were always used more that the High Pressure Pumps lol.

 

Overall, rank does have a factor, but I honestly believe it's moreso to do with how "interesting" and/or "easy" it is to use an alteration that affected the popularity.

 

No one wants to increase Smoky's impact force when there's a rapid-fire infinite ammo modification floating around up for grabs lol.

 

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15 hours ago, PirateSpider said:

Electromagnetic salvo and armor piercing salvo - unlocks at legend.

So what if you get this augment when your rank is private by opening UCs?

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Strangely when the Alterations were balanced, they have an unlock ranks. Now where the Augments aren't balanced, they have no rank limit.

For me I see Augments should start from WO1 to Brigadier, from the weakest to the strongest.  Developers see 2 buttons for upgrades in Garage as a complicated thing for beginners, while they don't see all of the Augments unlocking at Recruit as a complicated thing?

15 hours ago, thunderhunter123 said:

Some players like getting Augments earlier so they can practice with it from the start.

Also some players like getting all Mk levels earlier from Recruit 

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3 hours ago, frezeandvik said:

Strangely when the Alterations were balanced, they have an unlock ranks. Now where the Augments aren't balanced, they have no rank limit.

Not even close. Augments like Incendiary Mix, Scout, and Large Caliber Rounds have been imbalanced since the beginning of time. 
I remember buying Incendiary Mix during the first sale when I was a Major General, and for a long time I was tearing up the competition with it. I had a Firebird that was around M2 8/10 or so, and when the Mk conversion rolled around I quickly got it to Mk6 10/10. It ended up carrying me until I started regularly playing with the really high ranks, when I had trouble because I wasn’t upgrading my (now Mk7) Firebird quickly enough. 

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6 hours ago, Iron_Man said:

So what if you get this augment when your rank is private by opening UCs?

Think I might have to say that you'll have to wait till legend to use it. Unless if there's a loophole.

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