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Changes to status effects, status augments, and immunity augments.


PirateSpider

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I would like it if these changes were made to the status effects/augments.

 

Remove:

- All EMP turret augments.

- All AP turret augments.

- All stun turret augments.

- All pulsar augments.

These status effects are just too broken to be turret augments. I think only over drives should be allowed to inflict them. Their immunities should stay though.

Add:

• Vulnerability status augments - being inflicted with this, the user will be 10-15% more susceptible to damage for 5 seconds.

• Deactivater status augments - basically EMP but instead of all 5 supplies, it'll just deactivate one random supply and put it on cooldown.

• Confusion status augments - being inflicted with this, the user will lose the information to help them to distinguish between ally and enemy for 5 seconds. The red outline will appear on anyone in their LOS. No damage will be inflicted on the teammates.

• Doom status effect - being inflicted with this, the user have 5 seconds before they are killed. Can be countered by repair kit, lifeguard drone (or I guess augment very soon), doom immunity augment, and paladins overdrive.  The best candidate hulls to give it to would be juggernaut, mammoth, maybe titan and viking. The enemy needs to be within 20 meters of the user upon activation to be inflicted.

• Vulnerability immunity augments.

• Deactivater immunity augments.

• Confusion immunity augments.

• Doom immunity augments.

 

Compensation:

• Players that got their EMP augments removed from their garage will be compensated with the deactivator augments.

• For AP augments, the vulnerability augments will be the compensation.

• For stun augments, freeze augments will be the compensation since its the closest thing to stun, if the player has the freeze augment, then they can choose any augment for the turret in question. If they have all the augments for said turret, then I guess they can get crystals or tankoins as compensation.

• For pulsar augments, the player can choose any augment for the turret in question. If they have all the augments for said turret, then I guess they can get crystals or tankoins as compensation.

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Under review

On 3/31/2023 at 3:31 AM, PirateSpider said:

These status effects are just too broken to be turret augments

Why do you think they are too broken?

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On 4/2/2023 at 1:28 PM, Maf said:

Under review

Why do you think they are too broken?

Its annoying to be EMPed, APed, stunned, pulsared so often. Even if you have immunity against 1, you can still be inflicted by the others. And equipped on a turret with a high rate of fire, you're pretty much as good as dead unless you can out-maneuver them.

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They'll never do this because of the insane amount of compensation they'd have to give, especially for Pulsar augments which are the hardest to obtain. They're already getting backlash for the drones rework, the game is already pretty much dead waiting for the mercy hit. 

The idea is good though.

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I'm pretty sure the Devs will not even look into this suggestion. Not because it's bad, but because it's not practical from the Devs' perspective of milking from players as much as possible. That's a lot of work for uncertain profitability.

Anyway, this group of Devs do love to copy bad ideas from other games. When Overwatch is being criticized for too many CC effects, and they indeed decided to drop many of them in Overwatch 2. Guess what? Tanki decided to copy from it and then keep copying and pasting the same status effect augments to every single turret and calling variety.

Sooner or later, we will start seeing the Devs selling more hull augment slots or hull augments that protect against multiple status effects.

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Already disagreed on this idea some weeks ago. Although I do agree that status augments have become too dominant these days and too hard to fully counter (1 immunity vs 6 status effects + pulsar), I prefer having them removed alltogether except burn and freeze augments. Of course that is not a feasible change for the game, so it will never be implemented anyways, but these status effects have brought so much unneeded and unwanted chaos. 

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I found it frustrating  a year ago or so; but what you can do is select the most vital status protection or narrow it down by looking TAB the enemy player list.

Some turrets even if they have certain status effects are sometimes useless in certain games and their fire rate is so slow.

I kind of like status effects makes the game interesting. Also it is good when your team mates have a variety of status protection, if you work together you can win.

 

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On 4/3/2023 at 2:01 PM, cybernite said:

I found it frustrating  a year ago or so; but what you can do is select the most vital status protection or narrow it down by looking TAB the enemy player list.

Some turrets even if they have certain status effects are sometimes useless in certain games and their fire rate is so slow.

I kind of like status effects makes the game interesting. Also it is good when your team mates have a variety of status protection, if you work together you can win.

In a game with so many overpowered augments and imbalance, teamwork has become barely rewarding 

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Team work is essential to win; I have played many games with 2-3 KDR and still can't win with a useless team.

But there is other times when I just get 1-2 KDR but have a great team and win.

Its very random for all of us. We don't know who we will be paired with. Most cases those rare exotic augs are not in many games; I find above

average OP aug players. All you can do is use your best protection and make sure upgrade your modules are any circumstance that is what I did

and has paid off; took a while to upgrade. I have max defender, armadillo and all protections at 50%; and choosing the right hull immunity is key too.

It is also wise to keep a tab on good players in a match and see what they use usually.

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