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Everything posted by Aigaion
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valid Alterations for Overdrives
Aigaion replied to Aigaion in Alterations for Overdrives Ideas and Suggestions
A general idea that I had, I don't really get into stats and price, but I think its something that has some potential to be added. For Example: Titan - Diverted Energy Sheild: Force Field is further strengthened to resist nearly all incoming damage, field radius is reduced, and emitter repair is deactivated. Mammoth - Heavy Systems: Speed of your hull is reduced, but this allows your overdrive to stay active for longer. Viking - Quick Loaders: Firing rate is further increased, but shots deal no extra damage. Hunter - Protection Killer: Totally halting enemies is removed, but instead, it will remove near-by enemy tank's protection modules until their tank is destroyed. Dictator - Slow Supply Charge: Supplies that last longer for you and your allies for a slower overdrive recharge. Wasp - Variable Fuse: Adjustable fuse, can be set from anything between 1-5 seconds, self destruction is added. Hornet - Minesweeper: Ignoring protection is traded for ignoring mines, running over enemy mines will remove them from the map. Any ideas of your own? -
The design to remain stationary for the ability to allow more possible directions in which to stop incoming enemies from, sounds like defending to me.
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you still do need to lock-on, can't really do that without a laser.
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Striker Alt Idea: Missile Launcher "Tornado" Modification for those who hunt crowds of tanks, more than doubles the missile count. Creating a rapid barrage of 10 rockets, target acquisition time is significantly increased, but these rockets are unguided, they will not track your target. Total rockets in salvo: =10 Pause between rocks in salvo: =0.15 Aiming time: +90% Rockets lose the ability to track the target Price: 200 000 Rank: General
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Because of its capability to shoot at attackers from all angles, and it also holds its ground, because it can be immobile in 'sentry/seige' mode.
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it doesn't plant itself to a location forever, lol. its like shaft, you go into siege/sniper mode, do your business, then you can roll away. In terms of firepower, it's not much better than Vulcan, I do not like Maf's idea of buffing the stats while in 'sentry' mode.
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I did really think about that, and I've applied that idea before to other turret ideas, but, I think one feature at a time ya know. Would be a good alteration tho.
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Thanks :lol: I was thinking it would be a very good anti-magnum turret, especially in Noise, and probably shooting shafts in their dead-zones that are camping at an elevated height; and you don't exactly need a degree in physics to aim it lol.
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hmmm, holding down space while immobile sound much better, I'll think about that.
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Twin-barreled autocannon with medium range and a fast rate of fire. With both horizontal and vertical aiming. While originally used as an anti-aircraft gun for the navy, this is the second turret to offer vertical aiming, but the first and only to aim horizontally at the same time. Two closely connected barrels spit out armor-piercing, anti-tank adapted rounds which do light damage, at a rate only surpassed by Vulcan; This has a standard reloading system; you must empty your magazine completely before you can start to reload, there is also a very brief warm-up to prepare the belt feed motors for the stress of firing. While driving you can only aim horizontally, left and right like any normal gun, but to be able to engage enemies at all angles, literally, one only needs to hold down the Left Ctrl button, this will shut down your tank's drive system and put your hull into siege mode, not being able to move. Then you use your tank's drive controls to aim your gun to transverse up, down, left, and right. Realising the Left Ctrl button will automatically put your barrels back at 0o , at which point you can drive again. NOTES: Max angle: 85o Min angle: -5o
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...How long is the reload?
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In my view, increasing firing rate is better than it seems on just paper stats. My only suggestion, without messing with the concept of your idea, is to drive up the rank&price.
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This alt has been tossed around this forum for a while, it basically lowers it's gas pressure and splashes it on the ground, than foosh. It may be technically possible but I don't think any firebird players are willing to give up 40% of their damage.
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What's the rank?
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ofcourse not loaded randomly, sure you can carry more than one type of ammo, but after all this is tanki online 2019, we're beyond madness rn.
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I'm not sure they ever used smokes and HE I think is retired. But the rest are real and as far as I am aware still used. Well, thanks for taking the time to write all that lol, but you do know, all those alts only affect crit shots, sabot shots would only be shot out as a critical, not the normal shot, lol that would be too OP. I think I agree and nerfed HEAT-FS, but again the smoky that is using it won't be able to even get crit damage to light or medium hulls, same goes for HEF, in my experience light hulls are the most annoying, we all know this, but hardest to hit using smoky. And using HEAT-FS/HEF you can still hit medium, light/heavy and still get a crit, but won't have any more effect than a normal weak shot, so since you can only do extra-critical damage to once class of hull, a lil complicated I think I'm right in saying the chances of actually doing the super-damage would go down, as not everyone uses a light/heavy hull.
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...the US millitary
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funny, I thought Sabot rounds was the weaker idea, being that penetration with rail doesn't happen all that much in average battles, Smoke I'll admit is kinda useless, but how are the other ones?
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I agree, but sometimes you gotta fight fire with fire, I took your advice and did nerf them a little bit, remember that these alts ONLY affect smoky's critical shots, not normal ones, plus they bring the damage down.
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Maybe this'll bring back some popularity than :s
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5 Smoky Alt Ideas HE Shells, Sabot Rounds, HEF Shells, HEAT-FS Ammunition, Smoke Shells Four Different Ammunition Alterations Replacing Normal Critical Shots HE Shells Colonel: 120k Replacing standard Critical Shots, While originally meant as an anti-infantry measure and not intended to destroy tanks, high explosive shells are thin-walled and packed with TNT. While they do less damage than a normal critical shot, these will explode on your target's armor and damage nearby enemies, and maybe yourself if you're unfortunate enough to be close-by, so be careful. Critical damage: -15% Average splash radius= 4.5m Sabot Rounds Warrent Officer 4: 50k Replacing standard Critical Shots,"Sabot Rounds" is just a short way of saying it's full name: Armor Piercing, Discarding Sabot, Fin-Stabilized Rounds. The thin, long shot discards its shell (sabot) upon leaving the gun barrel, increasing velocity. All this is just a fancy way of saying it will have no problem totally sliding through enemy armor, and the next enemy tank its path, and the next... The problem is that the rod is a smaller caliber than conventional critical shells, so damage will be less. Critical damage: -10% Penetrating power= 75% HEF Shells Brigadier: 140k Replacing standard Critical Shots,Adding an explosive filler into the warhead of a normal shot, intended to explode after penetrating the enemy armor. This filler will, however, also decrease the mass of the shot, decreasing its ability to defeat the armor plate. These shots have the amazing capability in defeating light tanks with ease, even with increased armor. But these shots will have a decreased effect in damaging medium or heavily armored tanks, equivalent to just a normal hit in that case. Critical damage (to LIGHT tanks ONLY): +110% Critical damage (to ANY OTHER tank): Critical shots still hit, but have no more damage than a normal hit. HEAT-FS Ammunition General: 200k Replacing standard Critical Shots,A more sophisticated form of the Critical Round, combining it will the science of a Discarding Sabot shot. It has little problem breaking thick, heavy armor. Giving it an amazing capability to swiftly killing heavy tanks. However, the shape of the HEAT segment of the ammunition causes it to prematurely destroy itself when hitting light or medium armored vehicles, the damage, in that case, is equivalent to only a normal hit. Critical damage (to HEAVY tanks ONLY): +300% Critical damage (to ANY OTHER tank): Critical shots still hit, but have no more damage than a normal hit. Smoke shells Master Seargent: 20k Replacing standard Critical Shots, conventional explosives are removed from critical warheads and replaced with a rapidly expanding smoke screen that is guaranteed to leave your enemy blind and anyone around them. These shots have no other damage effect and equivalent to only a normal hit. Critical effect= 25m (about 5 blocks) of smoke that lingers for 5 seconds Critical damage: Critical shots still hit, but have no more damage than a normal hit.
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I do like "Howitzer Mode" not gonna lie.
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exactly! that was gonna be my criticism.
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Valid Nuke Effect Idea - Thermal Radiation
Aigaion replied to Aigaion in Nuke Effect Idea - Thermal Radiation Ideas and Suggestions
Anyone who knows anything about nukes knows that structural damage isn't the only thing a nuke can do, in fact, it's probably the least effective part of the detonation. An effect I would like to suggest for future nuke gold and wasp's planned overdrive is a Thermal Radiation effect, what this does, is it affects anyone in the vicinity of the explosion with an afterburn effect, the closer you are to the center, the longer the thermal burn lasts.
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