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Everything posted by The_Voltage
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On tank - splash, on the ground - no splash, right?
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Turn off the splash and make mines live not only 30 seconds or what?
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You pass them automatically, though.
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You trow thousand of uninteresting coinboxes to the BFG-bundle only for increase its prise?
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They were buffed. I have other variants to buff my turret more effectively (not in all cases) and fun to play. Like Compact fuel tanks for Firebird or Uranium for Striker. And AP ones for turrets require pay for CHANCE to gey them. It is long-period problem though. But we have hull augment slot in challenge, where you could get one with х10 compressed price additionally to other cool stuff. You still can get almost any augments from containers and some from challenge, that now doesn't require to byu premium and spend 1000000 hour per day in game. I need to say, that I'm a buyer myself, though (not like ultra-buyer). And I also play on Legends ranks. IDK how situation now in low-rank segment. In the past region between the end of the red stars and marshal was very unsatisfying to play.
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Yeah. Freeze one is strange and hard to balance. What about Hammer and Striker ones? They rare, wich make their influence on the game balance less devastating. And this is no cool. Those augments needs to be not too OP and also Immunities and other crap would not make them useless. We no longer have alts. Adrenalines do not give you uber buffs immediately. This is their disadvantage. Even with 50% HP you deals shy of 15% more damage.
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Adrenaline ones really works only for turrets with ~ constant flow of damage (melees, twins, ricoshet, smoky and vulcan). And for proper use of them you need to have less than half of HP. Some APs is OPs, but not all of them. Well-balanced one. Especially because turret itself is melee. So, you can just run away from it. But i have some concerns. When the enemy have AP Immunity this augment is complete trash, UNLIKE most of the others legendary augments. Strange one. In most cases Hammer destroys enemy with one clip. Unlike the first one this augment make turret better in any case. But 7 sec seems too long. You can fully reload and shot all clip within this time. Also you can hit multiple enemies at once with AP. I think, 5 seconds is more than enough. Another well balanced, i think. So, you need to aim to the target through ricochet. Also AP doesn't lasts too long and turret itself cannot instakill someone. Unlike the first and the second ones this augment doesn't change turret in situation with immunity. This is somewhere between APeeze and APammer. It is well-balanced. You don't know when you give AP to someone. This is disadvantage. Also in AP Immunity situation you'll have less critical damage unlike with Cryo and Incendiary epic bros of this augment. Wich is make sense, because it is legendary. You deal around 3 000 damage in AP duration (same as Incendiary rounds' fire damage). Yeah, make sense. Another good one. You have your rocket launcher main mode (with sucks, but it's turret's balance problems) and like pistol that make your main mode cooler. Nice. It also have lazer aiming thing. Good debuff. In exchange you aiming is faster. Make sense. In AP Immunity situation just makes useless aiming more useful. I wait for *other status-effect* Missiles. Like Freeze one. Without AP Immunity is overpowered, otherwise — trash. I'd give it AP after penetration. It'll balance the turret in immunity/non-immunity situation. Also it'll play with main feature of the turret, that some of the AP augments do. Also i'd reduce duration of AP to 5 sec, but in exchange give reload buff (like APammer). So you can shoot more often and have more chance to penetrate tanks. Other ones are strange. With these turrets you one-shot tanks in most cases. Especially with Shaft. Also Gauss already have OPeish legendary augment, that makes more sense than new one (except battles aganist Titan's dome). So, we need some effect that works against AP and stun. Also i do not understand why you release AP for Railgun (too much resists) and for Gauss (look two sentences ago), but not for Thunder (that is popular, so you can earn something from this, have a lot of protection against, long enough reload and do not have legendary augment).
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Ideas for augments pt.2: Close range turrets Hammer Compacted buckshot + Number of pellets increased (so impact force of the shot increased) - Damage per pellet reduced - Recoil increased Sawed-off shotgun + Damage per pellet increased - Range of maximum damage reduced - Impact force per pellet reduced Revolver charging system + Reload between shots reduced + Shots per clip increased (like doubled) - Clip reload time heavily increased (like doubled) Rubberized shot + Max number of bounces increased - There is a short delay before each bounce Stun shot + Ricocheting shot stun enemies for a brief time - Triggered only when most of the pellets hit the target North wind (bro of the Dragon's Breath) + Each pellet freezes the enemy a bit - Clip reload increased Shrapnel shells + A shotgun shell explodes some time after the shot is fired (so range increased) - An unexploded shell has weaker characteristics compared to a shot Twins Destabilized plasma + Minimum splash-damage radius increased + Weak splash-damage increased - Range of maximum damage reduced - Weak damage reduced Phantom plasma + Shells shoot through tanks + Self-damage disabled - Splash-damage disabled - Projectile speed reduced Minus-field generator + Projectiles bounce off obstacles several times - Projectiles have a maximum rebound angle - Reload time increased Pyromaniac + The projectile ignites enemies + Reload time reduced + Self-damage disabled - Minimum damage heavily reduced - Maximum damage heavily reduced - Splash-damage disabled Armor-piercing plasma + Projectiles with a direct hit destroys enemy's armor for a brief time - Minimum damage heavily reduced - Maximum damage heavily reduced Ricoshet Pulse plasma emitter + Reload time reduced + Projectile speed increased - Projectile radius reduced - Maximum number of bounces reduced - Rotation speed reduced - Rotation acceleration reduced High-energy projectiles + Minimum damage increased + Maximum damage increased - Reload time increased - Energy per shot increased Magnetic stabilizer + Range of minimum damage very heavily increased + Maximum number of bounces increased + Reloading increased - Projectile speed heavily reduced - Reload time increased Snowball generator + Ricocheting projectile freezes the enemy a bit - Maximum number of bounces reduced Remagnetizing projectiles + Ricocheting projectile deactivate enemy's supplies - Triggered only when several hits in a row - Maximum number of bounces reduced
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I think, some other AP-augs needs to be nerfed)
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Ideas for augments pt.1: Melee turrets Firebird Infernal retribution + All burning enemies heat up and get armor destruction - Triggered only after the death of the tank Welding machine + Instantly stops the rotation of the opponent's turret - Maximum temperature limit heavily reduced Сoronal explosion + Enemies destroyed by heat explode and deal splash damage - The explosion deals self-damage Ionised mix + Stun enemies heated to maximum temperature + Reload time reduced - Damage per tick reduced - Heating rate heavily reduced Freeze Impact mix + A stream of freon physically impacts enemies - There is a constant recoil when shooting Chilling spirit + Freezes all enemies around - Triggered only after the death of the tank Frosted corpses + Freezes enemy corpses and makes them temporary defense structures that can only be moved or broken through by allies - All frozen corpses are destroyed after the freezer is destroyed - There are a limited number of frozen corpses Magnetized mix + Deactivate enemy's supplies cooled to minimum temperature - Cooling rate heavily reduced Isida Fishing rod + Adds a mode to hold the tank at a short distance with a beam of nanobots with low energy consumption (help keep the enemy or turn an ally on the tracks) + The mode is switched by short pressing the space bar + Allies can easily unhook, enemies can't - In "fishing" mode don't heal or deal damage Panacea + Removes all negative status effects during healing (EMP, AP, Stun) - Does not affect the temperature (Fire, Freezing) Freezida and Firesida + Heat up and cool down allies and enemies - Some negative effects to balance it Insta-healer + Instantly recovers the health of an ally - Can't heal with an incomplete supply of energy Armor-configuring nanobots + Destroys enemy's armor every second + Boosts ally's armor every second - Damage per tick heavily reduced
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This is like change the colors of burning and freezing effects.
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Multy Multy is a close range radio-wave generator. Have four frequencies, at wich imposes different status-effects. Generated radio-waves take some time to reach the target. When they do that molecules of the tank change their velocities and this change in macro world translates into change of status of the tank. Super-high frequency increase molecule velocity wich puts enemies on fire and gives allies extra speed. High frequency increase molecule velocity not so much wich destruct enemies' armor (AP) and gives allies extra armor. Normal frequency just changes parameters of the tank, wich stuns enemies and give allies extra damage. Low frequency decrease molecule velocity wich freezes enemies and repairs allies health. But that turret have little damage. Very team-oriented battle unit.
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[Review] The Tesla Turret (Developer’s Corner #2)
The_Voltage replied to Viking4s in Writers' Corner
I can't unsee Ares in the second mode. I think, it'll have infinite range, but you cannot really use this feature, 'cause projectile speed would be too slow. Good article. -
category Ideas for Supplies and Drones!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
New supplies mechanics This some combination of Tanki X's modules and existing system with heavy wibe form Crossout. It allow to introduce new supplies and drones without ruining current system. At least, at first glance. Also this system solve the problem of oversupply of supplies (ha-ha). Resources Resources is one of two new type of items that this system need to works properly. They'll be used as an intermediate link between sources of rewards and supplies. They'll partially solve the problem with the entire millions of mines in the inventory. Resources like crystals for supplies. Using a certain combination of resources and a blueprint, you can make supplies on the crafting machine. They will replace supplies in rewards. In garage they'll shown like supplies pallet but in supplies screen. For new supplies devs could introduce new types of resources. Blueprints Second new type of item. Unlike the first, blueprints are not consumed while creating supplies. They'll replace supplies in scroll menu in garage's supply screen. To create supplies you just choose one of the available blueprints and click "make X of them" button. Number of available supplies stay in the same place. Basic blueprints, that unlock with ranks will be supplies we have now. Unlike Tanki X's modules blueprints will be strictly categorized into 5 different types: Cure, Defense, Assault, Efficiency and Mines. With this drone system will not break. Blueprints could be bought by crystals/tankoins, obtained from containers and maybe challenges.- 2,749 replies
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Only turret that must do that is Shaft.
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Some balance suggestions Incendiary mix This thing has highest damage, low energy consumption and fastest recharge out of all melees with any augments. The idea behind this augment, I think, is to convert potential damage by afterburning into pure damage. Sometimes this potential damage stops with RK or Freezes. TL;DR: I have some math last night. So, augmented Firebird deals ~ 1 000 HP more damage than the standart one in 10 seconds. Energy consumption bonus needs to be reduced to around -25%. This change allow augmented Firebird to even have to recharge sometimes. Damage per tick: +50% Energy consumption: -25% Afterburning effect disabled Stable plasma It have unnecessary bonus to impact force and decreased projectile speed. These parameters make Twins more close combat turret (so no splash meke sense). For Thunder it is the other way around, but let's talk about Twins. In very beginning this augment's purpose is to bring back old stuped Twins. So let it do it's original job. Remove the impact force and projectile speed changers. It make this augment less annoying for everyone. Self-damage removed Splash damage removed Autocannon If devs finally release projectile mechanic for Smoky, this augment need to have some serious decrease of its speed. It is very annoying augment. One of the annoyingest. Reload: =0.5s Recoil: -33% Minimum damage: -75% Maximum damage: -75% Impact force: -66% Projectile speed: -40% Incendiary band This augment was born before Heat Immunity and changes in Vulcan. Playing with this augment now is just boring (if you doesn't have Immunity, of course). To speed things up I'd reduce overheat resistance time by half, so you can use advantages of augment faster (your finger on shoot button wouldn't break). Also make the effect triggered not by overheat resistance time expiration, but by tank's temperature change. With this change you make augment independent from Immunity and make it more tactical. And for counter this I'd reduce self-heating rate. Shots ignite the target Maximum heating per projectile: +0.07% Self-heating: -50% Ignites only when tank is burning Overheat resistance: -50% Projectile speed: -50% Electromagnetic accelerator "Scout" Another annoying augment. Brother of Autocannon but for Railgun. Basically, Thunder with penetration in return of splash at first glance. But average damage and rate of fire is a little bit better than Thunder's. Obviously, instant damage delivery. And also impact force is twice. And here comes annoying part — high rate of fire with big impact force. We need to decrease it. Reloading: -20% Charge time: -50% Maximum damage: -30% Impact force: -50% "Death Herald" compulsator Pointless augment. There is a very little possibility that you kill tank and can shoot at another in 3 seconds. In other ways it's just standart Railgun with slower rate of fire. There is two ways to fix it. Easier one: throw it inro rare category / delete the debuff. Harder one: make it increase damage after kill for a brief time. In this case recharge needs to be decreased. So, effect of the augment will be more noticeable. Destroying an enemy fully reloads the turret and gives extra damage for brief time Delay time: +15%
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Oh. Make healing/attack time somewhat similar. I forgot to write that. Idea — duels with Isida would be longer, than with other melee weapons. This sound like another augment, though.
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This is similar in some way to the TX's Life absorption module. I think, this mechanic (especially in HP experiment's goal) could be interesting as a new drone or augment for several turrets. In Isida's case, I think some little constant self-healing with less damage could make an interesting turret. Unlike any other turret Isida woul live longer, but doing small damage. But it is the other way around with Isida that we have now.
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Those Golds would be blue and give you 10 crystals. That what I ment.
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My idea for event. Brought back some nostalgic moments. New game mode. It'll include maps like Canyon, Dusseldorf, Monte Carlo, Novel ect. in CP mode. No overdrives/drones/modules. You can choose tank kit, that you will use in battle. They'll be oldstyle: Mammoth + Freeze + Python or Hornet + Railgun + Prodigy with LC-skins and oldstyle shot effects, of course. Some turrets and hulls will be pre-equipped with augments to mach their before-2012 mechanics: Firebird + Incendiary mix (no afterburning), Titan + Heavyweight Construction (with new aug that increase power; so it can effectively push other tanks). New Legacy container with all LC-skins (include some stylized ones like Ares and Magnum), cool old paints (Inferno, Zeus, etc.), oldstyle shot effects for all turrets and augments (that used for emulate before-2012 gameplay). Special missions (play 999 minutes in MM, ya 'now what I mean) and daily gift-styled (like the ones for TO birthday). Festive decorations: banners, oldstyle drop boxes. Mega-increased chance of golds, but without alert and they're actually crystall boxes. I'm personally not a big fan of before-2012 gameplay, but I think that this event can become a good summer tradition.
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Legacy-stylised then. Anyway, I'm wonder why they haven't already upload LC-skins to the game. Textures are there from 2012.
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category Ideas for Hulls and Overdrives!
The_Voltage replied to Ilia.ArchangeI in Ideas and Suggestions
Oh, I know! Viking's OD could make all shells penetrate through teammates with some % of their damage reduced. For example, 50%. -
RIP Hunter, u 'now?
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Is my idea somewhat tangent to THIS topic?
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So, there we are. Now we have around 5 negative status effects, and it seems that devs will add more of them in the future. I think, the time finally comes to add a new positive status effect — sublimation (or whatever you'll call it). When imposed it'll cancelled out all negative status effects. Yeah, that simple, yet effective. Right now you can give it to Mammoth and Dictator and somehow to Isida through new augment. Great opportunity for develop supportive gameplay.