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New features for shaft+ Adjustment of Augments(Shaft) to fit in battles


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Because of the past nerf,  I believe there should be slight compensation for the loss of an accurate shot(Missing the targed as sniper mode) and some augments become viable

(New) 1- You can stop your alming sniper mode pressing A , and Consumes only 50% of your total energy

(New) 2- While you miss a shot, you Consume only 50% of your total energy

(New) 3- If you heal an ally with the sniper mode using Healing Emitters, you only Consumes 50% of your total energy

(New) 3.5 - Healing Emitters Regular mode prioritize targets that are not at 100% health, so if there is an ally with 100% health in front of one with 50%, the shot will ignore the first ally with 100% health and heal the second with 50%

 

(Adjustment) 4-Armor-Piercing Sight now reduce the recharge of regular mode by 50%( Or increase the Ap effect to 12 sec)

(Adjustment) 5-Rapid-fire-mode : recovery of energy increased by 300%,  min/max sniper damage decreased by 60%

(Adjustment) 6-Light capacitors: recovery of energy increased by 200%

 

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Under Review

Declined

17 hours ago, pocrettttt said:

While you miss a shot, you Consume only 50% of your total energy

Declined. It is rather ridiculous. What are you, if you miss a shot while using a sniper?

17 hours ago, pocrettttt said:

(New) 3- If you heal an ally with the sniper mode using Healing Emitters, you only Consumes 50% of your total energy

Would only make the augment more OP than what it already is.

17 hours ago, pocrettttt said:

Healing Emitters Regular mode prioritize targets that are not at 100% health, so if there is an ally with 100% health in front of one with 50%, the shot will ignore the first ally with 100% health and heal the second with 50%

You can see your allies' health. Putting up a solution for every problem you come across, isn't how games work. You have to learn to deal with a few things.

17 hours ago, pocrettttt said:

(Adjustment) 5-Rapid-fire-mode : recovery of energy increased by 300%,  min/max sniper damage decreased by 60%

Seriously? ?

i feel that Shaft is truly a sniper now. Not an Overpowered use-to-win turret bulldozing all the other turrets both in terms of range and damage. I don't suppose it need any buff of any sort but oh well we could reduce the reload to 7 seconds or so.

I'd decline this right away but just wanted to know what others think of your ideas. Which is why, I've put this idea under the "Under Review" tag.

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12 minutes ago, Iron_Man said:

Under Review

Declined. It is rather ridiculous. What are you, if you miss a shot while using a sniper?

Would only make the augment more OP than what it already is.

You can see your allies' health. Putting up a solution for every problem you come across, isn't how games work. You have to learn to deal with a few things.

Seriously? ?

i feel that Shaft is truly a sniper now. Not an Overpowered use-to-win turret bulldozing all the other turrets both in terms of range and damage. I don't suppose it need any buff of any sort but oh well we could reduce the reload to 7 seconds or so.

I'd decline this right away but just wanted to know what others think of your ideas. Which is why, I've put this idea under the "Under Review" tag.

I find the suggestions here to be quite odd.

Anyway, shafts reload is too long, especially in the high ranks. I would suggest decreasing the reload to 7-5 seconds.

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4 hours ago, pocrettttt said:

Because of the past nerf,  I believe there should be slight compensation for the loss of an accurate shot(Missing the targed as sniper mode) and some augments become viable

(New) 1- You can stop your alming sniper mode pressing A , and Consumes only 50% of your total energy

(New) 2- While you miss a shot, you Consume only 50% of your total energy

(New) 3- If you heal an ally with the sniper mode using Healing Emitters, you only Consumes 50% of your total energy

(New) 3.5 - Healing Emitters Regular mode prioritize targets that are not at 100% health, so if there is an ally with 100% health in front of one with 50%, the shot will ignore the first ally with 100% health and heal the second with 50%

 

(Adjustment) 4-Armor-Piercing Sight now reduce the recharge of regular mode by 50%( Or increase the Ap effect to 12 sec)

(Adjustment) 5-Rapid-fire-mode : recovery of energy increased by 300%,  min/max sniper damage decreased by 60%

(Adjustment) 6-Light capacitors: recovery of energy increased by 200%

 

1- I actually like this idea, ngl. Useful.
2- Eh no.
3- Eh no.
3.5- not the worst idea, actually.
4- It's OP already, my friend.
5- I... don't understand.
6- Not really needed IMO.

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Basically like the old times, stopping the sniper does not consume whole amount of energy but instead saves some, this can be useful regarding the current shaft patch.

All others are basically a sort of buff to the alterations which are not needed to be honest because the parameters suggested are too "not" in-favour of the game.

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12 hours ago, Iron_Man said:

Under Review

Declined. It is rather ridiculous. What are you, if you miss a shot while using a sniper?

 

ok

 

12 hours ago, Iron_Man said:

 

Would only make the augment more OP than what it already is.

 

I really dont think it, isida consumes lower energy while its healing too

12 hours ago, Iron_Man said:

 

You can see your allies' health. Putting up a solution for every problem you come across, isn't how games work. You have to learn to deal with a few things.

 

Yes but no, i just cant heal some specif person if have a lot of allies in my way  like in siege or assalt

 

12 hours ago, Iron_Man said:

 

Seriously? ?

 

Well, this augment was created to be an melee fighter, but it is worse than an sniper mode, you consume 3 shots and it does like 1800 damage AND need to wait 10 sec to do it again >(

 

11 hours ago, nikunj04 said:

Basically like the old times, stopping the sniper does not consume whole amount of energy but instead saves some, this can be useful regarding the current shaft patch.

All others are basically a sort of buff to the alterations which are not needed to be honest because the parameters suggested are too "not" in-favour of the game.

 

10 hours ago, pocrettttt said:

 

 

Well, this augment was created to be an melee fighter, but it is worse than an sniper mode, you consume 3 shots and it does like 1800 damage AND need to wait 10 sec to do it again >(

hm.....

///////////////////////

Well, armor piercing was far, but  its not more possible use an sniper shot again with the enemy armor-pierced

 

 

12 hours ago, readyfireaim said:

1- I actually like this idea, ngl. Useful.
2- Eh no.
3- Eh no.
3.5- not the worst idea, actually.
4- It's OP already, my friend.
5- I... don't understand.
6- Not really needed IMO.

1-Yes

2- ok

3-I  left in reference as the isida that consumes less energy when the intention is to heal. I would like that as recourse

3.5-Agree, im using dictator now because using an low height hull is problematic with this thing

4- Well, you only use the ap if you are next to the enemy with arcade shots, else, useless, well, 50/50

5-Augment created to be an melee fighter, you only do 1800 damage each 10 seconds with 3 regular shots, but with this change, you will need only 4s(sniper mode nerfed to balance it)

6- I really dont use that, but it was supposed to have half the charge of the heavy capacitor 

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The shaft has always been slow to recharge.  Now it makes it so slow that staying alive is nearly impossible.  

I totally don't understand while so many of us have worked for years perfecting our skill and now you turn it upside down!

VERY DISAPPOINTED!!!

  

 

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