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Everything posted by GENERALSpidy
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SCORPION AUGMENTS-- SWARM AUGMENT , > Augment for Augment Swarm--- Cryo swarmer augment -- slightly Improved version of the Swarm Augment by adding SHOCK FREEZE Abilty to Rockets -Pro- -Advantages- - - Can freeze enemies , adds 2 to 4 extra rockets -Con- -Disadvantages -- slower rockets , 10 to 15% damage decrease for Rockets
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Inferno Turret ---- Medium Range Atillery that shoots flame shells that deals minimal damage and somwhat afterburn , flame doesnt extinguish for a while , has a 5 to 10% chance to ignite the Previous spot if hit correctly , creating a bigger area of Flame on ground , Turret has a Fixed Turret that can move up/down but not full movement as its short to Medium range -Pro- -Advantages- - Can Fire over walls , deals flame damage , has chance to ignite a bigger flame area -Con- -Disadvantages- - Slow reload , minimal damage from shells even if afterburn hits , fixed turret cannot shift up/down high like magnum https://cnc.fandom.com/wiki/Inferno_cannon < what it is based on
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STRIKER Augments -- (REST of Striker Augments currently on page 136) U shot augment- Barrels are slightly upward instead of normal , missiles launched in this go upward in a U then crash down into the ground ( Changes Striker from Medium range to Short range / Melee ) -Pro- -Advantages- Can hit tanks behind walls if it hits them , salvo is quicker To launch due to being Shorter range on target Lock -Con- -Disadvantages Shorter range than regular striker , Salvo Mode is Shorter range lock , can miss Enemies if they Close to The Player , SALVO Homing Rockets Removed Reposted WITH Gif to show what it could Looks like (For the Striker Augment)
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Battlemaster ( or ShellShock Maybe Name) Page 185 of Turrets Augments--- Nuclear Augment- Weaker damage to Stock tank but leaves a trail of radiation on ground that deals damage to enemies that cross it till it dissapears about 10 to 50 damage per second , its almost like afterburn from firebird -Pro- -Advantages- -- leaves radition that still damages enemies -Con- -Disadvantages- --- 10 to 25% less damage than stock -------------------------------------------------------------------------- AutoLoader- 25 to 40% less damage than Stock but adds 2 extra shots instead of 1 -Pro- -Advantages- --- 3 shots instead of 1 -Con- -Disadvantages- --- Cannot hold shots shoots al 3 , 1 after the other -------------------------------------------------------------------------- Flame Compound augment- adds afterburn effect in shells 10 to 20 damage per socond for 10 to 15 seconds -Pro- -Advantages- - 10 to 20% chance to ignite with after burn , -Con- -Disadvantages- -- 10 to 15% Less damage from Shells that ignite , afterburn cant stack -------------------------------------------------------------------------- Stun shells Augment -- adds Stun effect to Shells
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Battlemaster Or ( Shell Shock is a regular tank , takes a while to hit target Is a Short to medium range Turret\ << Could Look like this for Turret or Similar Name could be something similar Shellshock or something different (original Link >> https://cnc.fandom.com/wiki/Battlemaster_tank
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Augments for Page 185 Turret LASER Beam Laser - Switches laser weapon with a cyan Laser beam that shoots simliar to isida -Pro- -Advantages- -- No delay between Shooting a Enemy like Isida -Con- -Disadvantages- -- up to 50% less damage than regular Laser , less precise to Isida due to a Thin laser beam , Has to fully reload before it can Fire and it cannot reload until Depleted -------------------------------------------------------------------------- Beam Splitter Augment- Augment that increases range slightly by slightly bouncing off a target and can hit up to 1 more tank if in range of the first tank hit (DARK RED LASER) intead of normal -Pro- -Advantages- --- can hit up to 2 tanks at once -Con- -Disadvantages- -- 2nd tank takes up to 50% less damage than the first tank
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Reposting some of my other posts and adding NEW Turret Ideas>. 12/2/2023 Laser Turret- ( Short to Medium range ) has slightly more Range than Isida 10 to 15% More ----> http://cnc.wikia.com/wiki/Laser_tank Potential Look at What Turret Looks Like (Could look like in TANKI) Laser Turret Default Colour Is Red Laser Turret- Engerneering and science used Railguns Shells as ispirtion to Create a Short range/Medium range Laser Turret -Pro- -Advantages- ----- Decent Damage and longer range than Isida , -Con- -Disadvantages- -- Can not hit multiple targets , has slight delay between shots , user has to be precise otherwise it can miss
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New Post For Augments Rest are Elsewhere - SCORPION AUGMENTS - Twin Cannon - Changes Barrel to have 2 barresl to shoot 2 at Once - Damage Decreases Over Distance , and Close range is Decreased from Stock by 15 to 30 % Less -Pro- -Advantages- , Can Hit multiple Targets , Faster rockets In Long range Shooting Con- -Disadvantages , Halves The Rocket Sytem to a smaller Rocket launcher at the Back , Less Rockets ( 4 to 6 Per launch ) Decreases Melee Damage at Long range Large Tracker Sytems - Improves The Rocket Sytem Target Lock Sytem to Make it Easier to Fire On target Also Increases Height of Rockets due to Bigger rockets (10 to 20% bigger than Stock Rockets) Also The launcher has 2 Modes Quick Launch and Long Launch , Quick launch is Like the Augment > Swarm > uses Smaller rockets in quick launch , and Long Launch takes more time to Taget Lock but Uses the Long range rockets Instead -Pro- -Advantages- , Tracks Target for Longertime if you lose Focus , Rockets Go Higher in Long range Mode, Con- -Disadvantages , Melee Damage is Decreased by 30 to 50% of Stock damage , Less damage Over Distance Duplet Adds a Second Shot to Turret -Pro- -Advantages- Doubles Shots In Melee , Rockets can still go over Walls Con- -Disadvantages Changes Rocket sytem to Medium range ( U Bolt Fire up then rockets go Down to Ground Because its Now a Mid range Rocket , Decreases MELEE Damage by 20 to 40% Less ,
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Striker Augments - Continued here >> as Page ideas-for-augments/page/136/ Post has alot of ideas in My Previous post of -Striker Augments- Thinner but more Effienct and Streamlined Rockets were Developed by a engineer who thought Striker Rockets could be better at Distances so he made Designs similar to a Torpedo that may be Lower in Damage but they Travel further and made the Targeting system better at keeping Focused on the Enemy , Enginering had to cut back its Salvo for the Other stuff to Work (Salvo had to be changed to similar rockets as Normal mode but Go straight Forward at last spot the Enemy was Torpedo Rocket Augment - Rockets In this Augment are Smaller But make the Turret change from Medium to Medium / long range instead -Pro- -Advantages- Rockets Travel Further and faster speed , targeter has a better laser (wider width) , fast reload and fast target system For Salvos to Aqquire target -Con- -Disadvantages . Damage is Reduced -by at least 10 to 25% , Salvo Mode Rockets can be Avoided easier as they Dont Home on Target Enemy And are Slower
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Augments For Turret Posted on Page 182 / 183 of Turrets (Medium Range Turret) Stock - >> is Shells travel through air Like strikers Rockets >> Tank shells cannot Pierce or do Splash damge -Pro- -Advantages- . doesnt decrease damage over a distance -Con- -Disadvantages . Slow shells are slower than strikers rockets and cannot do splash damage - Shells fly through air -------------------------------------------------------------------------------------------------------------------------------- Freeze Shells - Replaces normal weapon with Lower damage Freeze Rounds that Fully Freeze the Target after shootin target at least 2 times or more -Pro- -Advantages- . Slows Enemy Movement -Con- -Disadvantages . Slower Shells and rate of shooting -------------------------------------------------------------------------------------------------------------------------------------- Flame Shells - fully sets target alight for 1 to 2 seconds when ever it shoots also shows small Flames from impact instead of a Shell (Similar to Plants vs zombies Peashooter and torchwood Effect -Pro- -Advantages- - can deal slightly more damage when shells ignite -Con- -Disadvantages - . Doesnt give afterburn effect ------------------------------------------------------------------------------------------------------------------------------------- Auto Loader - Replaces Normal shots with weaker shots that Shoot automatiacllly after the first - 3 shots fired then it reloads -Pro- -Advantages- . Faster shell speed and also it shoots 3 times in a row -Con- -Disadvantages - . Cannot attack while reloading , Cannot save Shots like Hammer can , 15 to 20% longer reload time than Stock ------------------------------------------------------------------------------------------------------------------------------------- Stun augment - Replaces some of its shells with Stunning Shells has 2 Modes Randomiser stun which has a 10 to 20% chance to stun or close range Stun which has a Stun shot every 2 or 3 shots , has a coold down of at lesat 10 to 20 seconds to switch modes -Pro- -Advantages- Can stun targets -Con- -Disadvantages - Slower reload than stock ------------------------------------------------------------------------------------------------------------------------------------- Bounce Shells - Equips Tank with a different Shells than Stock when tank shell hits a Object it opens and shoots a smaller Shell from its shell makin it look like it bounced --- Has 2 Modes >1st Mode is is to have Equpipped the Special Bounce Shells , 2nd mode is to have Stock Shells with Lower damage 10 to 20% less than Stock damage Shells -Pro- -Advantages- Can hit up to 2 targets from a single shell , main shell deals a small splash damage as it explodes out the Mini shell -Con- -Disadvantages - - Shells both Normal and Small bounced shell do less damage than (Basic Turret without Augment) --------------------------------------------------------------------------------------------------------------------------------------
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Other Turrets ideas i had for New turrets Elsewhere Figured to Repost one Turret from my previus Post >> maybe figured the name it could have instead >> RAVAGER >>>> Another name thought it could be ShellShock Medium range Turret that Shoots regular tank Shells unlike thunder also it takes longer to hit enemy as shells are like Strikers Rockets , Augments For Turret will be Posted On augments page >>> 173 /174 https://cnc.fandom.com/wiki/Battlemaster_tank << based Off This Tank
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category Ideas for Hulls and Overdrives!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
My New (Hover) Hulls Ideas Continued >> Name pending >> Medium hover Hull faster than Paladin due to more Thrusters Overdrive is >> disable Double damage , armour up -Pro- -Advantages- - , -Con- -Disadvantages -, Finish Later -
category Ideas for Hulls and Overdrives!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
-New Hull Ideas- Continued from my other Hull Posts -New Hover Hulls- UpRighter Hull- Medium Hull its main Feature is its Turret Hub which can Switch or Move Turret Hub unlike other hulls sideways either left or Right so its Turret is Facing a Different Angle OverDrive is Able to Flip its Turret to The Top angle From when Hull is Flipped Upside Down so its Turret is now Back to The Top Of The Hull , -Pro- -Advantages- - Makes User be Able to Attack Enemies Even when tank was Flipped , Overdrive Time is Fast , Turret now Can be Rotated To almost any angle -Con- -Disadvantages - Due to Tank not Solid Like other Hulls it cannot attack While upside down Unless Overdrive activates or if User is On angle due to being stuck off a ledge -New Ground Hulls- Name -Deployer- -Info- A Medium Hull that can be Deployed into The Ground at the Cost of Not being able to Drive Uses a Drill / dozer Blade to Deploy after it activates Overdrive , makes armour Panels To the Front area and on its Sides and gives a Defence Boost to User -Pro- -Advantages- . Gives a Defence Boost of 10 to 15% when Deployed , Can Block a path to your teams Base or Block Acces to Escaping Flag Enemies to Their Own Base , When Deployed Tank Can change Weapon Angle Left/ Right and Up/ Down up to 180 degrees due to Turret base can Pivot on a ball joint -Con- -Disadvantages - You cannot move unless You Redeploy Tank back to Normal Mode , Overdrive takes Longer to Charge if user Is Deployed already at least 10 to 20% longer even after you have Became Out of Deployed Mode , Armor Panels Dont Cover or give defence Boost at the back of the Tank , User cannot Deploy Near Team Bases Flag at least 5 to 7 Mammoth tank length same with Your teams Rugby Area Or near ledges and on Roads -
-Firebird Augment- Maybe Similar to a firebird Augment i posted on Page 136 -Auto Fire Augment- Engineers and Scientist all Came together to Create This Augment using a Gas stove as Reference, Now instead of Flames it Now Has the Tank To use the Fire Button to start it just Like a Gas Stove , Pressing Fire Turret will cause the Flame weapon to Stay On for continues Flames Until Space bar is pressed again and or Until the tank is empty , -Pro- -Advantages- - Dont have to Hold Fire button to Fire at Enemies in Range , When Flame is going out when it runs out still can do damage until flame Extinguishes fully instead of instant Flame out -Con- -Disadvantages - Takes longer to heat up , Tank has to be Full to use again after it reloads, Smaller cone angle makes it harder to keep targets in range, delay of 2 to 4 seconds if you Press Space to stop Firing Before you can Refire , Tank Doesn't Refuel Unless it is Empty and has a small delay of 5 to 10 seconds before it Reloads a full tank
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-Paint Addition Ideas- SYNTH POP PAINT Add to The Synth Pop Paint the Abilty to play Music from Yt on repeat or From Desktop mp3 Format To any nearby Tank to the Wearer and make it a On off Button near the supplies section in a game match somewhere or make it 7 on the Keyboard just like Supplies New Animated Paints -Fire - other than a Animated Fire pattern it also Lights up in a Dark area and also have a Fire Effect which makes it *pop* off unlike the other Animated paints as it is More 3d as it animated Moves like Firebird weapon / a actual Fire -Jack o lantern- a animated paint which is a jack o lantern slightly 3d also it glows in the dark areas and also the Fire in its Eyes while animated will Show 3d fire bursting out like a real Jack o lantern, its A Halloween Special Paint for Halloween Events and also in containers its creepy factor is a Special sound effect of laughter during Halloween Day and any Halloween Event Modes every time the Fire animation Bursts Flame or Flares fire
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Tomohawk Missile Augments- On Page 179 of Turrets for Turret- previously on 178 Freeze Missiles - -Pro- -Advantages- Fully Freezes target to max Frozen -Con- -Disadvantages- Missile to small to hit multiple targets unless they are stacked (2 targets only) Targeter Missiles- -Pro- -Advantages- - When missiles are closer to Ground it can detect and move Towards the Target closest until it hits ground -Con- -Disadvantages- - Missiles can miss its Range target Smoke Missiles - Missiles have larger damage area can hit multiple targets but its Lower damage is due to the Smoke it creates when exploding -Pro- -Advantages- - Larger Explosive area , Creates Smoke on impact which makes it hard to see for at least 5 to 15 seconds -Con- -Disadvantages- - 25-50% Lower damage than stock Multi-Warheads - <-- this Idea from V4 launcher Red alert 3 Switches the Turret to launch a missile armed with cluster warheads, that splits up in mid-flight upon reentry , (has 2 different Missles -Pro- -Advantages- - Barrage can hit multiple targets at the Point of impact area -Con- -Disadvantages- - 5 to 15 second Delay when Switching to Normal rockets , barrage is spread shot/means Lower damage Larger Rockets- Bigger rockets deal slightly more damage and has a bigger splash range of effect -Pro- -Advantages- - big rockets can hit multiple targets -Con- -Disadvantages- - Slower rockets take a while to land / explode
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Tomohawk missile - https://cnc.fandom.com/wiki/Tomahawk_launcher uses a missle to launch at enemys in a arc - medium range - medium reload Similar to this Vehicle Below , But for Tanki its Changed To not have a Path but a Range Of travel -Pro- -Advantages- Can Fire Over a Short Wall -Con- -Disadvantages- Missiles have a Set Short to Medium range , Can miss its target if it moves to far , Short Splash Range that cannot hit multiple targets , Slower Reload of the Rocket and firing Rate slow 1:11 On Vid to show its effect Or https://cnc.fandom.com/wiki/V3_rocket_launcher OR https://cnc.fandom.com/wiki/V4_rocket_launcher << Or you could base weapon on this instead Go to Augments Page 157 for This turrets Augments was 155
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-Railgun Augments- Finish later -Railgun Energy rounds- Science and Engineering Found a way to increase Rounds Size of its attack making it easier to hit the Target but with a downside of Lower damage -Pro- -Advantages- Can hit Target better Con- -Disadvantages Lower Damage to Target , and Less damage to any other targets hit that isn't the main target also its Shots that hit anyone decrease by 10 to 20% after the main target ( So if main target is hit it Decreases Every time it hits another Tank) -The rounds that it shoots Is 10 to 20% wider than a Normal round shot and its Barrel is Wider in circumference due to a thicker Barrel than Normal and its also Shorter
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-Thunder Augments- Deflection rounds Augment- has a bouncey deflective casing for hitting players around the corner sometimes or if it bounced 1 time and hit the ground or enemy after its initial Bounce it explodes like a stocks thunder shell -Pro- -Advantages- . Can sometimes hit players out of range/ and or around a corner, shells have a 5 to 10% chance to explode like a normal thunder shell and not bounce 10 to 25% faster reload than stock due to shells being smaller and lighter Con- -Disadvantages Its shells have distance before it can hit enemies like strikers Rockets, 1 Bounce per shell , shells when they bounce are in a random direction , shells don't deal much damage when they hit a enemy (10 to 150 damage) and instead Explode after they have bounced 1 time ( 5 to 10 seconds after it has bounced ) 10 to 30% less damage (after 1 bounce) than a normal stock Thunder Less effective splash damage since it has to bounce before it does splash damage and it can miss enemy
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-Isida Augments- supercharged nanobots? Supercharged support nanobots ? name pending- Heals teammate faster , damage heavy reduced, -Pro- -Advantages- Can heal faster by at least 10 to 40%, has a 10 to 30% more range than stock -Con- -Disadvantages if charge gets to empty then it has to reload to full before you can use it , at least 20 to 40% less damage when attacking enemies, if you stop firing at least 6 to 8 seconds it has to reload back to full before use , Low cone angle, makes it a bit harder for keeping turret on the healed teammate i guess try to make it below like a in garage description for Below Beam Splitter augment- Inspired and Developed by scientists and mechanics from Hammers Duplet , they created and mechanically converted its Look and Design to be able to attack or heal multiple targets at once , converted Look on this Isida is w shape instead of U of a normal Isida , it has 2 bars for its turrets charge (similar in design to Hammers Duplet) Damage output on this augment is 15 to 40% less than Stock Isida , systems in this augment make it impossible to auto reload its energy if auto reload has been turned off M can change it from both sides to left active, or right active N reloads what side of turret is active if auto reload is been disabled -Pro- -Advantages- . it has a wider range head for multiple targets , 10 to 25% of its damage done to targets can be stored to heal a teammate more than its original health if its teammate is already at 100% health it lasts until that player has been destroyed minimal but still effective somewhat this Isida can heal 2 teammates at once but at a slower rate -Con- -Disadvantages . Damaging 2 enemies splits its damage by at least 30 to 50% of its damage as if attacking a single target Depleting one one or both sides of energy has to recharge fully before it can be used , depleting both sides at once gives it a 10 to 25% reload increase time on top of its Normal recharge time if attacking a single target it is at least 30 to 50% less damage but enemies do take damage from both turret sections but damage is slower firing if its a single target have to keep track of how much energy has been depleted , if you stop using turret or one side for 5 to 15 seconds after attacking or healing it locks till Player has Reloaded the energy bar / bars on either side to full before you can use the active side of the turret
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my other augment ideas are all on different pages (at least 5 or 6) so I may Repost them all together at some point But for now 137 138 or 140, 141, 143 and this page 148 in augments for my ideas anyway below is my representation of a augment idea i saw on this page or a few before Twins Augments- name , can be i guess for now Jolt Plasma Rounds- plasma has ability to bounce but it isnt accurate -Pro- -Advantages- Rounds can bounce of any wall or obstacle -Con- -Disadvantages Slower fire rate , 1 bounce for twins plasma shots , rounds increase speed by 10% after a bounce and bounce in a random direction / can skip bounce if it doesn't bounce and just moves in same direction as the wall , 10 to 20% chance to bounce off a enemy tank + removes splash damage to the plasma if it bounced off enemy, splash damage is decreased by 5%
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I would like paladin because I have missed out on steam punk giveaway win, also it's name is nostalgic to a tank from another game from the past , which would look great for me to use in battle its overdrive is green , (Paladin Smash) , P.s check my turret Post 176 for turret ideas?or augment ideas , I wonder if I'll see any of my ideas in the game ?
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Ricochet Augments Ideas- SuperSonic Charger augment- Equips Rico with a Supercharger booster in the Barrels to increase its Round Speed/Range but it cant Bounce more than 1 time due to its speed it becomes a Medium to Long range turret augment -Pro- -Advantages- Rounds double or Triple its Speed and its Rounds Go Further than Normal -Con- -Disadvantages Rounds are fast and can Only bounce 1 time, Fire rate is Reduced by 20 to 50% , has a 10 to 15 second Reload speed and it takes 2 to 4 seconds after its Full Charge , has to Charge back to Full before it can be used if its Depleted, It doesnt charge back up until it runs Out , you cannot Fire Turret if its Reloading
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Since when does Freeze has Sniping Shot then? smh
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i see Hammer has a jammer of overdrives so i presume This is a Fluke of the Idea that is on another turret? : )
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