Jump to content
EN
Play

Forum

Nerfing Status Effect Augments


Incorp

Recommended Posts

So recently, there had been a release of many melee ranged status augments. And most of their mechanics are super op. I’ve personally dealt with jammer freeze and stun firebird. I can only imagine how nasty EMP firebird is gonna be. I came up with a few ideas on nerfing them, and decided to give a few nerfs to some too strong augments as well ? ready for a text wall?

EMP augments:

EMP freeze: for this augment, I’ll be introducing the micro EMP effect. This micro EMP effect will disable the supplies for a short duration; however, after the duration, all the supplies that were previously active will be turned back on, as if the tank was never EMPed.

EMP firebird: same nerf as EMP freeze.

EMP gauss: when locking on to a tank with EMP immunity equipped, the slash damage won’t deal EMP to the surrounding tanks. The tank immune to EMP kind of purified the shot.

EMP twins: this is a particularly unpleasant invention of the developers. I suggest to decrease the critical chance to 7%; twins never had much trouble getting critical damage. 
EMP railgun: after piercing through a tank equipped with EMP immunity, and other tanks pierced after that won’t be dealt EMP effect. The tank with immunity kind of purified the shot.

EMP smoky: this one is super bad to be dealing with, especially at close range. I suggest to decrease the speed of the projectile, and decrease the turret turning speed.

EMP Tesla: dooof. I suggest to remove the splash damage of the electric balls, and decrease the range of the normal shots to 15 meters; 20 is too long even for stock.

EMP hammer: reload increased by 1 second.

stun effect:

stun freeze: this one is particularly difficult to think of a nerf; reserved.

stun firebird: this one as well is difficult; reserved.

stun twins: critical damage decreased to 7%. It is super easy to get a critical on twins.

Stun railgun: after piercing through tanks equipped with stun immunity, the shot will be purified and no longer deals stun.

stun striker: critical damage decreased by 30%.

stun smoky: deacreased turret rotating speed.

stun Tesla: splash damage removed. Turret rotating speed decreased; range of normal shots decreased to 15 meters.

stun hammer: i don’t see a problem with it as of yet; pass.

Freezing effect:

Cryo rounds railgun: you know what it is, same as above. In fact, all railgun status effects shall be nerfed this way; I won’t be writing them down anymore.

cryo smoky: not particularly bad, pass.

cryo twins: critical damage rate decreased.

cryo hammer: don’t really see a problem; pass.

Cryo Tesla: it is pretty balanced; but I’m not sure how long the reload is. I’ll pass.

AP effect:

non of the turrets are really deathly with their respective AP augments as far as I can see; pass.

burning status effect:

i propose to decrease the effect time by 2 minutes. 

Jammer effects:

Jamming freeze: i propose that for two seconds, the overdrive will be disabled; then for the next two seconds, drone effects will be disabled. Back and forth, giving the enemy a chance to react.

Jamming firebird: only met this once in an especially enjoyable Esplanade parkour; nerf is same as jamming freeze.

Jamming Tesla: range of normal shots decrease to 15 meters. Splash damage removed.

Jamming hammer: seems ok as far as I see; however different opinions will be appreciated.

This is all the effects i can think of right of the bat right now, if i missed any, please tell me ?

I am aware that this topic will attract a lot of criticism; but I hope they will help me improve in my understanding of how the augments work. Please comment if possible, especially on hammer effects. Also, please don’t start any flame wars down here. Thanks!

Share this post


Link to post
Share on other sites

Completed

Recently, all Status augments went through a major nerf, with micro effects being introduced for some status effects and largely the timings and duration of these effects were reduced in general to make these effects not that overpowered in the battle.

Share this post


Link to post
Share on other sites

7 hours ago, NikmanGT said:

Completed

Recently, all Status augments went through a major nerf, with micro effects being introduced for some status effects and largely the timings and duration of these effects were reduced in general to make these effects not that overpowered in the battle.

Second idea to me marked completed if i counted right. Cheerio!  ?

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...