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But it would be a disadvantage when you accidentally miss the shot, can't kill enemy, you have to wait a tediously long reload time for the next snip
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Great thanks for your high appreciation.
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I made this idea just for making the game more physically reasonable. But I understood your opinion.
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Duyboy started following Shaft's mechanic remake Idea
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valid Shaft's mechanic remake Idea
Duyboy replied to Duyboy in Shaft's mechanic remake Idea Ideas and Suggestions
Hi Tanki! Today I'm back with another idea. Recently I have seen that the new Shaft update was quite bad. With the slow recharge rate after snipping (10s <-> 100 eng/sec), this update made Shaft become less dynamic in battles. Players will have to wait a tediously long recharge time for the next shot, especially when they accidentally miss their shot, or may have to forfeit that shot when the enemy is not found. Also there are some silly details in the game too. Why can enemy be easily killed when the Shaft user only shot into the barrel of the turret, or a corner of a hull? This is quite ridiculous and not so physical. So here is some of my idea for Shaft's mechanic. 1. Reduce the reload time after snipping: 10s -> 3s (Mk1 - Mk7), as increase the charge rate ( 100 -> 333 eng/sec ) 2. Redistributing the received damage to each part of the tank. *HULL For the hull, four corners will received 75% Shaft's snipping damage, because they don't affect too much the important parts of the tank if being shot. The rest of hull will receive 100% Shaft's snipping damage. Here is the illustrations: If Shaft aims to the normal part of the hull, the red indicator will appear. If it aims to one of 4 corners, the orange one will appear instead. *TURRET Same as hull, the barrel and the extra part (if any, such as Thunder) will receive less damage (50%), the rest take full damage (100%). Here, when you aim at the barrel, the yellow indicators will appear. The rest part will appear the red indicators instead. Thanks for read my idea, hope Tanki like this. Sorry for my bad English. -
Dude, at the first time i draw this epic augment, i have already made the weak splash damage sniping mode stronger than the average splash sniping damage and normal sniping damage weak splash damage sniping mode (=180%)
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Oh, now I think that it's balanced to decrease the sniping splash radius when equip this augment.
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Thank you! And i also draw the illustrations of Gauss's Rare augment and the third epic augment. This rare augment will remove the auto lock on target on enemy, that you can salvo without the auto lock-on aiming system. This augment will make Gauss's sniping splash damage stronger than the normal sniping damage (It has the small reference of Railgun's Hyperspace round)
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Oh,I think that i used too much word like "fring rate", "reload"
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That mean there no longer the Augments for crystal in the future??
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Oh, thanks! :
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Here is some little ideas about Gauss's augments: (All of these Illustration pictures are my drawing, and they are Epic augments) - The first Augment make Gauss deal more damage, but slow the firing rate of this turret - The second one has the same mechanism of Berserk (Ricochet), Adaptive Reload(Hammer) and "Death Herald" Compulsator, that mean your turret will fully reload after a kill.
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Duyboy started following Web Version Patch Notes
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Flame Predator (Hunter and Thunder)
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