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  1. as if people didn't already steal kills (i am people)(you all are people).
  2. Base railgun: Normal Damage 1,400 Critical Damage: 1,750 Reload Time 2.4s Shot Warmup Time: 1.2s Railgun's "Armageddon" v1 Advantages Normal Damage: +80% (2,520) Penetration Damage: +50% Impact Force: +200% Disadvantages Shot warmup Time: +100% (2.4s) Reload Time: +50% (3.6s) Recoil: +50% Critical hits disabled Railgun's "Armageddon" v2 Advantages Normal Damage: +20% (1,680) Critical Damage: +100% (3,500) Impact force: +150% Disadvantages Fixed critical chance: 10% Reload Time: +33% (3.192s) Shot warmup time: +80% (2.16s) Recoil: +30% Railgun's Electromagnetic Accelerator «Cobra» Advantages Damage is not distance-dependent Reload time: -55% (1.08s) Shot warmup time: -75% (0.3s) Recoil: -50% Disadvantages Normal Damage: -60% (560) Critical Damage: -20% (1400) Impact force: -50%
  3. More Railgun Augment Idea's «Shockwave» Shells Advantages Normal Damage: +70% Impact force: +200% Disadvantages Removed critical damage Penetration damage: -150% Shot warmup time: +20% Shot reload time: +25% Range of maximum damage: -30% Range of minimum damage: -40% Hyperreactive Core Mechanism Meant to introduce a new mechanic, should work similarly to how Paladin's overdrive works, where it applies jammer to anyone in range. Instead , this augment will not apply a negative status on anyone around nor will it show where the enemy is, it will only apply what's below to the augment user. WONT WORK WITH ALLIES REPLACING ENEMIES. Advantages Activates when enemies are within 15m, deactivates when no enemy is within range. Reload decrease per enemy in activation range: -12% Maximum reload decrease: -36% (3 enemies) Shot warmup time decrease per enemy in activation range: -7% Maximum shot warmup decrease: -21% (3 enemies) No changes to critical shots Disadvantages Normal damage decrease per enemy in activation range: -6% Maximum normal damage decrease: -18% (3 enemies)
  4. I don't think it'll stay that way, maybe they're just seeing how it goes
  5. Railgun Augment Idea(s) Accumulative Charged Rounds (or insert cool name here) > Advantages Gradual increase in normal damage every hit +8% Gradual increase in critical damage every hit +8% Gradual decrease in reload time every hit -9% Maximum possible normal damage can be 125% Maximum possible critical damage can be 125% Minimum possible reload time can be 92% > Disadvantages Shot reload +20% Normal damage -10% Critical damage -10% Missing a shot will reset progress. Extra notes Piercing multiple enemies will not advance the multiplier per enemy hit. Preemptive Slap Rounds > Advantages Normal damage +8% Impact force +200% When hitting the fire button, the shot will charge/warm up but wont fire. When hit again, it will fire a shot and start to reload again. Could even be made so you have to hold down the fire button to hold a charged shot, then releasing the fire button will fire the shot. Whatever is possible. Piercing 2 or more targets will reduce shot warm up by 50% > Disadvantages Shot reload time +10% Shot warmup time +10%
  6. Supremes

    Secret Party

    so did the cosmonauts event
  7. Supremes

    How Tanki DIED and what should be done

    Another hint, stop adding p2w content if it only supports the p2w and not your actually f2p players because for about 20 updates its been all p2w and you couldn't do anything about it. Only a small portion of those updates supported f2p people. Even then by a small amount
  8. Striker-Nitrogen Bomb Upon landing a hit, it will freeze the enemy and those within range. And everyone in the radius of the explosion will have a minimal effect of the freeze. Reduced damage radius and freezing time is 2secs. 2 rockets in the salvo and takes longer to release the salvo. Just a random idea
  9. Supremes

    How Tanki DIED and what should be done

    Not gonna lie, tanki has been dead. Game doesn't deserve as much as its given for 5 years. If tanki does one day completely shut down i wont feel a bit of passion for it lmao
  10. Have I been living under a rock or have these drones been nerfed already
  11. Supremes

    Tanks in Space

    tl:dr never do this event next cosmo day or im just quitting out of pure guilt for playing this game
  12. Supremes

    Tanks in Space

    Well as expected, no one gets anything without buying the energy. No surprise just felt like venting it. False hope put into the players and boom you got the game plan
  13. Shaft does need a small set back, and yes it is pretty easy to use and it has been.
  14. Supremes

    Tanks in Space

    Will each daily mission disapear if not completed on that day? special missions*
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