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DmanBattleMaster

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  1. DmanBattleMaster

    Ideas for Augments!

    @Thiedes Just wondering why this thread of Hull idea go merged with thread of Augments? My idea mention nothing about augments, but thread is titled to only be augments!? Just curious.
  2. DmanBattleMaster

    Ideas for Augments!

    Ok... of your refuse of 2x OD (speed) charge with 100% health. You know dang well, no one could go long with out getting any damage! Even hiding in the back of their safe side of map, most chances are, some melee tank is sneaking around a corner, catch em off gaurd!! Gauranteed? No... but good chance of so. If said tanker in this scenario camping out, his absent from the fight, in of itself, will weigh the team down, which will slightly balance out the OP of getting a boost to OD. But how is a tank with a strategically manuevering OD on Hull camping out for charge any Different than a Shaft camping out, taking targets out in one shot kills? But if their in back of base hiding, and they some how manage to get that full charge, they won't use it from back of base, if it only lasts them 6 seconds or whatever the duration of use is. Yes, you spawn and you're at 100% health, but depending where one spawns? Many times I spawn, and i'm already in the fight. So it only has that speed boost so long as they're full health. loss of just 1 hp, and now the OD is charging and standard speed. Whatever that is for this turret. I suggest the charge takes longer anyways, compared to other OD recharge times, but that's to offset the strategic advantage they get! As for the passive ability. If they decide to not include that? I could live with that. The main concept of The Phantom OD I wanna see is the invisibility for short time, with attack boost on first shot disengaging OD, as long as their was some of the invisibility left. No boost to attack if time runs out before firing. And yes, boost to charging OD which under regular charging takes longer than other OD's. And ofcourse, when invisible no direct shot turret can hit it, only splash damage, and area damage (firebird/frost causing area damage, thunder hitting wall causing splash damage). Yes, if an EMP, Nuke, or HOP happens near the Phantom Hull, those would have their effect on the Phantom as well, even cloaked.
  3. DmanBattleMaster

    Ideas for Augments!

    yes. I'm very detailed... i won't deny that. but heck, it paints a better visual picture!! I'm very detailed in everything in my life. I can't ever answer a simple Yes/No question... I gaurantee it, ask me anything... and I will likely give an explanation for an answer when you were expecting nothing more than a few words!! That's who i am!! Now... if you take the time to read my entire detail, despite the sacrifice of time, it will paint a very detailed picture in your head!! That's how I roll!!!
  4. DmanBattleMaster

    Ideas for Augments!

    DUDE.... THE WHOLE DANG GAME IS FULL of OP o'drive... Not yelling... i'm yelling, but not trying to yell aggressively... lol... my point is... A NUKE CAUSING 5K DAMAGE TAKING OUT 5X TANKS SAME TIME.... DUDE, OP!? an EMP shutting down a tanki or multiple tanks from doing anything momentarely... OP? Hmmm where are they all hiding... ohh look, scan, i know where they are... OP??? A tank JUMPING over structures and other tanks when NO ONE ELSE CAN? OPPPP??? Get my drift?? Every Hull has an OP effect to it... all this does is add another concept to the mix! It's all about strategy!! Oh man... I almost forgot... A speed boost with an instant touch to kill?? OP!?!?! After walking away... I happen to remember my favorite combo... you have to see this... I have a Tier 3+ something Thunder on a Tier 2 + Viking!! One time I got lucky, everything fell in place just right... Viking rapid Fire OD came available as the Red attack fell in front of me. I was clear on other side of base and a friendly tank activated his radar... I saw a cluster of enemy tanks guarding flag other side of map. I activated rapid fire as ai collected my attack boost... and we all know thunder has splash and a long range strike... matter of seconds I shredded 5-6 tanks from across map with rapid firing double attack thunder splashing against a back wall... it was epic... THAT... was OP was it not??? Luck that my ally scanned when rapid fire and attack both came available... yes... but... that's what the game is about. strategy.
  5. DmanBattleMaster

    Ideas for Augments!

    but your missing my point... The target is Cloaked. You can't really see it. You may known it was there moments ago, but you can't see it anymore. it's cloaked. So any lock on and direct fire shots can't hit it anymore. Splash damage, yes. Now... one might say but even if target is not visible, if you send a bullet it's way, would still hit it... YEA. MAYBE... THE chance come in for the fact it's cloaked! So if it's a moderate cloak, than their is a moderate random chance your shot, direct where you THINK the target is, will actually HIT the target!! Your saying the random is not there, and that is correct, as of now... but neither is this cloak, introduce the random chance with the cloaking. it could even be a unique effect against the Hull. And yes. read my original idea. Using my idea, a tank cloaked can not attack anyone. atleast can't do so remaining cloaked. Their are various sources of media from movies, to tv shows to even games that all introduce their own idea, and copying any concept completely would possibly be a copyright issue, but take a little bit of this concept and a little bit of that concept, and they make their own idea here, and it's not violating anyone's copyright if they don't copy the concept entirely! However, I've seen, possibly in other games, where a cloaked unit has double damage if attacking out of cloak field. So if your cloak is lasting 6 seconds total, shall we say, and your 4 seconds into cloak and hit the "FIRE" button, you decloak as your turret fire. and now you no longer have that cloaked energy. It's used. can't go back in. can't "I want the final 2 seconds", none of that. You wait til the cloak recharges itself. Maybe with this OD, it takes longer to gain the ability than the other OD, however, in the meantime, you have the passive I mentioned. It's partially there, randomly phasing in/out of cloak, and the more damage you take the harder it is to phase into the partial cloak. However, if you manage to keep at 100% health, your cloak recharges faster. Not from attacking, not from capturing flags, or saving, or gaining CP points... none of that recharges your OD faster like it does for other Hulls... the only boost the OD can get, is 100% health. We all know the only way that happens is hiding out in the farthest reaching corner of map away from all the action, even than, someone might find you! So if you don't stay at 100% health, than your OD taking longer than other Hulls to gain the Cloak ability! When you do, you get double attack one shot/1st second (bonus attack depends on the turret used, Firebird vs Thunder, per se) coming out of cloak, but you lose that cloaked field til it recharges. Everything about my idea balances out the potential OP concept. I think it would be a great idea to still consider.
  6. DmanBattleMaster

    Ideas for Augments!

    The passive would fluctuate. The "harder" would mean more difficult, it would increase the random chance of a miss. And i've mentioned before, as that has been brought up, the automatic targeting wouldn't take effect if the target is invisible. As for the passive cloak fluctuating, sometimes you have the lock with automatic tareting, sometimes you don't becuase the cloaking is fluctuating. It's a strategic support ability. When the Cloak is fully engaged, nothing having direct fire abilities can hit it. So mobile fire, chance to hit, auto targeting... none of those would see the target. you simply see a distorted silhhuette, and it's a short timeframe, and you can't attack if you choose to remain cloaked. Think of everything combat wise in media, from Star Trek's Romulans, and Klingons in some series, to multiple strategic combat games like StarCraft's Wraiths and Terrans, to assasin and cloak and dagger through out all sorts of combat gaming concepts... you have cloaked units! Yet, nothing of the sort on TaniO. It's just a strategic concept, idea i had, and I propose it for the developers. I thought of everything for the idea except the exact numbers for them. It's a concept unheard of in tanki, but could be very viable, and the idea throws a monkey wrench in the tactics and strategies of the game!
  7. DmanBattleMaster

    Ideas for Turrets!

    Soooo.... the MAGNUM?? Is it not?
  8. DmanBattleMaster

    Ideas for Augments!

    SO FAR... some seem to like it, some have made some suggested ideas to improve it... how does it get attention of developers for consideration? Enough people here need like it?? I don't know. Maybe everyone discussing it take a moment to like original thread for me?? ? Maybe some concepts will be adjusted along the way! But... I'm just curious what all it takes for ideas to actually be considered!?
  9. DmanBattleMaster

    Ideas for Augments!

    than don't talk about it anymore... i'm not holding you here!! lol. ????
  10. DmanBattleMaster

    Ideas for Augments!

    Yes... A passive cloak which is always phasing from weak to strong(er) but not a perfect cloak, than active cloak which is perfect for short time. During passive cloak depending where the cloak is the targeting gets harder or easier, and can lean to a more visible stat the more it receives damage, especially from splash damage, it's weakness. If the tank remains at 100% health though, it charges faster to OD. Once OD active, it can't be hit by direct weapons, only splash. If you fire your attack early while in cloak, you disenge cloak early with a double shot strike. Otherwise, you can't attack if you wish to remain cloaked. i'm not sure what Maf is referring to by one sided. having the passive add an extra dimension of strategy. instead of effecting surrounding units when active OD, instead, you get a second weaker passive ability. I think its perfect... maybe i'm biased!! Lol.
  11. DmanBattleMaster

    Ideas for Augments!

    Disable nearby tanks? Why? How would going invisible disable nearby tanks. Disabling tanks is an offensive kind of gesture? No. The Cloaking ability is a mix between defensive or maybe black ops at best. Disabling tanks seems counter intuitive. I already suggested an offensive purpose for the Phantom's cloak, having the cloak disengage automatically upon first strike out of cloak, and being doubled! So it's a strategic advantage for only a moment. However, as I specified, it's only doubled attack if you use it while still cloaked energy remains. If you remain cloaked til the end when it runs out, times up, and you become decloaked automatically, you don't get that double attack firepower, you have to attack prior to the cloak running out, even if amidst the final second, as long as some of the cloak remains. So you choose to end it sooner than it forces to end, and you get the bonus of the double attack strike. Hence the Phantom name/concept. I seen the idea in other games, I can't recall at the moment. Think of a cloak and dagger black ops scenario. Or Black ops special forces sneaking behind their target, and their first strike is snapping a neck or slicing a throat? Gruesome, i know. Same idea. Your cloaked, you sneak in behind enemy lines, and your first strike is double attack, but now your revealed and behind enemy lines. Other tanks will see and strike you. Strategically, can be used as great diversions! The purpose of becoming invisible IS to counter those direct fire turrets, as well as the scanning OD. I may have mixed up the Hunter/Hornet's OD. Who ever has a battlefield scanning ability... showing allies all the enemy tanks throughout in yellow outlining. I love that when I'm the Magnum, I start lobbing artillery Shells over buildings at targets I can't see (off track). That's what I was thinking, you become invisible to the scanners. Only if you use the Active cloak, only for the length your cloaked. As I mentioned, the whole point is becoming invisible. Obviously, a short length in time, it's gonna be nearly impossible to cross entire battle field within even 8 seconds, and thus why I suggested a medium Hull in size, you don't want it to have blitz speed such as Hornet/Wasp. Also going along with the fact you're cloaked/invisible... the targeting abilities some direct fire turrets have should not work on the Phantom as well. I can compromise here... It should at least create a high chance of missing. So as I mentioned, a passive cloak, most of the time your seen, and most the time you can be targetd, with a slight chance of the direct fire missing, when your passive. When Active, initially i said all direct fire shots miss you 100 % time, but... maybe compromise here, as much as 90% chance of miss. Most the time, your still able to see the distortion of the target, especially if it's moving. Remember the movie Predator? You can see the Predator beast moving through the forest, even though he was cloaked, you see the distorted images behind him and the distortion moving. You just couldn't really aim at him, unable to focus on his body. However, knowing where the distortion was, you can try to focus behind him, and shoot, and hope your shot hits. Same idea. Yes... like the Romulan Warbird cloaked, can't fire when cloaked... except, with this idea, you can, it just disengages your cloak. So as you pull the trigger it's like it automatically disengages your cloak as your turret fires it's shot, with double attack power. Yes, as cloaked tank, if you get hit by splash damage, or the nuke goes off, or you run into Mammoth accidentally when he going berzerk, you die. Well, maybe not splash damge, just receive damge pts, but could possibly die. I agree with that. But direct fire shots? no... unless, as I mentioned, slight 5-10% chance of getting hit, could be acceptable! Mines, I haven't thought about... but yes, crossing a mine and you die. Maybe the one OD distributing an EMP blast could also effect the Phantom. Disengages his cloak and stops him short! I can see that happening, only if he's within the range. So yes, make sure the Phantom as OP as it can be, has a few weaknesses. LASTLY... Now... having a Flag, or the Rugby Ball, or on a CP point? Is something I did not consider! Does the CP point need to show it's link to every tank? If the cloaked Phantom was near the CP, does it need to show a visible link to the CP? If the cloak only lasts 8 seconds (someone did suggestion 20/30 seconds? I think that may be excessive? I'd go as far as 10 seconds at the most for the Phantom's Cloak OD), it won't take long for the Phantom to reveal itself anyway if sitting on a CP. If an enemy approaches same CP when Phantom is cloaked, the Phantom will likely want to use the last of it's Cloak to gain the attack advantage anyway. If no enemy there? Than who's to be bothered not seeing the cloak or the link to the tank? I think the Phantom's at the CP's should remain cloaked, and not show a link!! A FLAG however? interesting... I honestly could go EITHER Way!! Honestly though, once again, your cloak won't last long as it is. ESPECIALLY, if you already approached the flag while cloaked, won't be much left afterwards, and if their any enemy in the immediate area of the Flag? If your grabbing the flag under cloak, you want to at least dispatch one with due prejudice, using the last chance advantage of your cloak, meaning your disengaging the cloak to attack him! For this is say, keep the Tank invisible, distort the part of flag that is held by tank, however, rest of flag is still visible. Now everyone knows a Phantom just took flag... Any shotguns, Nukes, Flames, or Ice, maybe the Magnum in area, just start shooting near the ground where you see the flag... Try not to let him get close... anticipate one will die if he gets his revealing shot off coming out of cloak. Same thing in a rugby game.
  12. DmanBattleMaster

    Ideas for Augments!

    After looking at the Mammoth specs on wiki, i discovered the Mammoth OD never changes with higher upgrades? That's CRAZY... why would they not upgrade the OD with the Hulls? I always thought they did. Granted, the Hulls improvements at base upgrading still increase the overall output, but I think OD specs should also increase? Maybe in tiny specs... or maybe improving a few specs of basic hull specs, but different specs of the OD. Idk! Maybe with Hull upgrades, the OD improves only ONE spec each upgrade, and each new upgrade is a different Spec? While the rest of the specs for the main Hull might improve in miniscule amounts each, or a few different specs increase with hull upgrade.
  13. DmanBattleMaster

    Ideas for Augments!

    Good to know... your idea, the Spider legs and Hover craft? We already have a Hover craft? Don't we? One of the new ones, before the Hopper, i forget what it was called. Or? Are you referring to the idea as the HULL for the Phantom? idk about hovering. i suppose wouldn't be a bad idea... but the Hover already here was specifically designed for the anti grav role of maintaining stabilization, and smoother ride, also strafing more effectively (I still can't figure out how it works...lol) so why would they create a second hull, like mine, to be anti grav? Would it also have the same features as the original? That would defeat the purpose of the original anti grav than. Why would they make a second anti grav hull but not have those same features? I don't think it would make much sense. As for the looks? I think it would look cool if it had the shape/angles of the USS Zumwalt Destroyer class combat ship the USN (in Real Life of course) recently came out with in last two years. Maybe increase some the angles a little, drop it close to the ground with angle covers over the tracked wheels so you can't see the tracks. Sort of what I'm thinking. Yes, any time you create new ideas, you have to make it integrate with everything in the game, so changing some mechanics of other features like the Hunter's scan, or the anti aiming abilities? If the Hull is that great of a Hull, than It would be worth it. I think it would be! As for the final details? Idk off hand, but the numbers would of course all start smaller for the Mk1 and improve along the way, for sure. Like i said, the Phantom Cloak would last about the length of the Mammoth berzerk OD i suppose, what 6 or 8 seconds (not very clear on wiki)? during that time, it can't be hit or targeted by any direct fire weapons, but it can't fire unless it chooses to decloak. The idea that you only get the Double attack coming out of cloak early, is so the player must strategically decide, does he want the strategic attack, or stay cloaked longer, and if he chooses the strategic attack, than the duration of cloak isn't even as long as it could be! I think it would be great!!
  14. DmanBattleMaster

    Ideas for Augments!

    A good range indeed, and not arguing against that. HOWEVER... with the specifications I mentioned, the Phantom Hull would add a great strategic concept, and counterbalance to what the game already has in place. PLUS, i read somewhere on here in a tanki news article or comment somewhere, paraphrasing, "Now that all Hulls have custom OD abilities, their is more room than ever to add new Hull ideas"... where did I see that?? I'll get back to you on here with edit where I seen that!! OH YES... When selecting Ideas and Suggestions, than selecting Hulls and Overdrives, the thread I posted this in... the thread was started by Llia.Archangel, one of your moderators... this what she opend the post with... and I QUOTE! "Have a brilliant idea for a new hull or overdrive? A suggestion on how to improve hulls or their ODs? Post it here! Now that all hulls have unique overdrives, more hulls are likely to come in the near future. Every new hull will have its own unique Overdrive ability, so if you're suggesting a new hull, make sure to come up with an overdrive for it too." So?? Maybe their is room for new hulls afterall?? Plus, it's not like these get made over night? Right? It would take a few months if enough community interest follow, or epic enough idea that one Moderator thinks it's a must have now. Maybe, we'll see! I think their is plenty of room for new ideas... seeing that it takes time for those ideas to develop? This would still be a few months out at least.
  15. DmanBattleMaster

    Ideas for Augments!

    Yes... and I'm sure you read my entire detailed post thoroughly, and I'll admit MY mistake, I didn't consider the auto aim with some turrets... but just in case you MISSED IT... I DID specify Direct Fire turrets such as Shaft, Thunder, Smoky, Striker (aiming/lock-on), can not target the cloaked Phantom, so it should go without being said, those with auto aim do not lock on or aim at a Cloaked Phantom. Similarly, when the Phantom is not actively cloaked, but only passive, the auto aim, and ability to lock with specific turrets lose their target occasionally, depending where the passive cloak is between it's range of cloaking. So... exclude this conflict of interest, it would still be a great turret to consider. Remember two things, it's limited. And the Cloaked Phantom can not attack while cloaked, for doing so disengages the cloak. When Passively cloaked, any damage to Hull through splash damage pushes it closer to 100% visibility. The more visible it becomes, the easier it is for any direct fire/ auto targeting turrets, or lock on turrets to gain the target. Edit; Although it could become OP as a great turret, it also comes with weakness to counter balance the OP. It would be a great idea! To those who provided the pictures of hulls, including the partially cloaked one, those were the idea/concept I had. For the picture with full invisibility, outlined by the auto aim red line? That's also a great image what I was thinking for the full Cloaked ability, minus the red line. As I just mentioned above, the auto targeting/auto lock/ auto aim feature would not work against the Fully cloaked tank.
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