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Splash Effect With Status Effect Idea


Incorp
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Ever had a time when you saw a stunning striker (lol) and tried to ram it while the striker was aiming at you to stun you? And then when you rimmed the striker and it released the salvo only you and a teammate next to you got stunned, your poor teammate got stunned thanks to striker's splash damage, but the striker who must have recieved splash damage was not stunned?

I propose to make every status effect augment for turrets who deals splash to possibly apply the status effect to itself through splash damage. As for hammer if it is like the last clip does jammer, and the hammer shoots the wall and the last shot in the clip hits the hammer he'll get jammered.

If it's not clear tell me. It will be fun to see stunning striker get stunned along with us, or EMP gauss EMPed by splash. This will make sense as teammates also get the status effect through splash. 

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8 hours ago, Incorp said:

status effect augment for turrets who deals splash to possibly apply the status effect to itself

It's better to nerf things reasonably, but not to OVERKILL it!

-Expected opinion to be appeared by someone

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19 hours ago, asem.harbi said:

It's better to nerf things reasonably, but not to OVERKILL it!

-Expected opinion to be appeared by someone

What is your opinion?

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The name should at least give an idea of what this is about, and we all know how much of a pain going against people who use a variety of status augments are, so I'll get right into it...

Let me give you a scenario to think of, TDM on Bridges, you're using Hammer with Armor-Piercing Shot and you come up against a player on the enemy team using Twins with Magnetron. Being an egregiously annoying twins player who used Stabilised Plasma before getting lucky, they charge at you, guns a-blazing, right next to you with a brick placed on their space bar to fire wildly. They quickly end up hitting a critical shot and you get the Electromagnetic Pulse status effect applied, however Twins Magnetron is a splash-damage weapon, and so upon them critically hitting you whilst being close enough to receive damage to themselves, they also receive the Electromagnetic Pulse status effect for the normal duration that you would. Of course having immunity would... grant immunity, the AP Hammer manages to kill the Magnetron user, and moves onto the next enemy who is using Shaft and cowering behind a building to avoid taking shots. You, using hammer, go after them, stepping over a mine or two, and you have 1 shot left in your clip, the Armor-piercing shot itself. You fire at an angle, managing to catch the shaft player as they move behind a corner, but a stray pellet hits you too, applying AP to yourself at the same time. Unfortunately, the shaft pokes their turret around again and finishes you off.

Here's another; in the very same battle, Bridges TDM, there is a mult player on your team just sitting in base, and they're using Gauss AP let's say, doing their typical mult behaviour of not using X and Z and trying to shoot at people without much success, bringing down the whole team, but that's a story for another day and one we've all had the insufferable experience of living through... An enemy comes into your base whilst everyone else is actually putting effort into the battle, and they get into a fight with said mult player. The mult decides to try locking onto the enemy player, and eventually blast them with their Armour-Piercing Salvo, however the enemy player in question is using... hmm... Isida Vampire-Nanobots and is right next to the mult as they get fired upon. In the end, the Vampire Isida user gets AP, but so does the mult who hit them with it at point-blank range. 

Ooh, here's a good one. Two players, Stadium RGB, Tesla EMP vs Ricochet Pulsar. The Tesla fires their speedy lightning at the guy and they get EMP applied, fair play, and as the Tesla player is driving past the Pulsar Ricochet player, they are trying to fire upon the Tesla player who EMP'd them. However, their shot hits one of the flat walls at a close-to 90 degree angle, and it bounces right back at them, and it lands critical, and applies every single status in the game back to them (god I would love to see that...) even for the brief period that it is, all besides the status they have immunity on for anyway. The self-applied burning finishes off the EMP'd ricochet and the tesla player moves on and is soon face-to-face with another random enemy player. They hold their space bar down to fire their EMP lightning ball, but the enemy has EMP immunity, but the tesla player does not. Being at point-blank range to them, the tesla player themselves gets EMP applied, from their own shot, even though the enemy did not.

Three scenarios in which status-effect applying augments backfire due to careless/unlucky play by the user. It would make using at least self-damage capable status augments require more skill than just trying to fire wildly to annoy as many people as you can. It would be another way to nerf some of the more annoying status effect augments out there. Striker AP/Stun, Twins EMP/Stun, Ricochet Pulsar, Gauss EMP/AP etc... In essence it would require more careful gameplay particularly at closer range and not encouraging the use of lock-on features of striker/gauss at short range over standard shots. It may seem niche for a few examples, especially when camping and staying at a safe distance, but it seems appropriate to punish careless players for careless actions even more harshly when using p2w augments in particular. Something so rare should be handled with care, or something along those lines. I just hope I'm not the only person who feels this way, and that it is a possible addition.

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To summarize, you suggest that if self-damaged by weapons dealing splash damage, you should analogously get applied with the respective status effect of the augment you are using.

Is that correct?

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I'd take this one step further and make it possible to apply self critical damage in general. It's currently impossible to deal critical damage to yourself, but god I'd love to see Striker or Gauss players screw themselves over with a close range critical shot that deals double self damage.

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20 hours ago, frederik123456 said:

Valid

To summarize, you suggest that if self-damaged by weapons dealing splash damage, you should analogously get applied with the respective status effect of the augment you are using.

Is that correct?

smh

 

I posted the same idea a long time ago ?

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On 5/6/2022 at 4:38 AM, Annihilation said:

 

Topic Merged

1 hour ago, Incorp said:

I posted the same idea a long time ago ?

Indeed, thanks for the help ^^

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