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Everything posted by Isshiki
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Scorpion "Assassin" augment Advantages Standard shot damage: +150% (2900) Shell minimum ricochet angle: 1° Impact Force: +100% Explosion Force: +100% Radius of total blast damage: 7m Intermediate blast damage radius: 10m Maximum blast damage radius: 20m Aiming time: -90% (0.1sec) Reload after salvo: -95% (0.7sec) Rocket damage: +15% (460) Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Initial rocket min. angular velocity: 1 deg/sec Initial rocket max. angular velocity: 360 deg/sec Max. rocket speed: 250 m/s Disadvantages Standard shot reload: +200% (9,6 sec) Rockets in salvo: -9 (1 total) Min. rocket speed: 25 m/s Critical damage removed Recoil: +100% Splash damage at close range
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Scorpion "Etherion" augment Advantages Initial velocity of the projectile: =2000 m/s Final velocity of the projectile: =1000 m/s Range (of minimum damage): +100% Range (of maximum damage): +100% Reload: -40% (1.92s) Reload after salvo: -50% (7s) Impact Force: +100% Min. rocket speed: +500% (450 m/s) Pause between rockets: -50% Disadvantages Aiming time: +100% (2s) Damage: -20% (928) Critical damage removed Ricochet effect disabled Splash damage removed Rocket acceleration time: +100% Max. rocket speed: -80% (5 m/s) Salvo damage: -25% (300/rocket)
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Scorpion "Hawk Eye" augment Advantages Arcade shot reload time: -50% (1.6s) Salvo reload time: -75% (3.5s) Aiming time: -75% (0.25s) Damage per rocket: +125% (900) Maximum rocket speed = 100 m/s Initial rocket min. angular velocity: =200 deg/sec Initial rocket max. angular velocity: =100 deg/sec Rocket acceleration time: -50% Disadvantages Rockets in salvo: -8 (2 in total) Critical damage: -20% (1120) Damage: -20% (928) Minimum rocket speed: 10 m/s Scorpion "Eagle Grip" augment Advantages Aiming time: -50% (0.5s) Reload after salvo: -50% (7 sec) Rockets in salvo: +10 (20 in total) Standard shot reload: -25% (2.4 sec) Impact force: +100% Missile impact force: +100% Pause between rockets in salvo: -75% Disadvantages Salvo damage: -75% (100/rocket) Recoil: +100% Missile recoil: +100% Scorpion "Shotgun" shells augment Advantages Damage: +75% (2030) Reload: -10% (2.88s) Disadvantages Range of maximum damage: -80% Range of minimum damage: -50% Weak damage = 25%
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Hull augment "Vitalizer" Advantages Delay before activating overdrive: -100% Top speed: +20% Turning speed: +20% Disadvantages Weight: -20% Hull augment "Bulldozer" Advantages Provides complete immunity from Impact Force Disadvantages Acceleration: +20% Hull augment "Temperature Control" Advantages Provides complete immunity from Burning Provides complete immunity from Freezing Disadvantages Vulcan's Incendiary band augment can't inflict burning status effect
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Coming from that POV, Demonic skins could be refered to Satanist religion...
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Hello! I don't know where to post this idea because there is no such category of Idea for Skins as I see now... My idea is Angelic skins... since there are Demonic skins, it is only fair to have the opposite of it! ? Colors would be Gold, White, Baby blue and have some armor type texture. Sell a paint "Glory" as well that is white and yellowish color that shines bright. Or another color "Enlightenment" it goes from dark black to that white-yellowish bright color. I think these skins and paints would suit Easter very well ?
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@Opex-Rah Hi! Instead of giving augments that's just not worth it for 5.000.000 battle score, you should give Skins. New type of skins, call it "Almighty" or it can be Phoenix too, whatever you want. But these augments are not worth it anymore. I doubt people will use the weak Phoenix augments in battles, when there is a bunch of more augments that is way better. If it was a skin, you could combine it with whatever augment you want. I think you could also give that +30% score increase to the skins too ? Imagine almighty skins as HD XT, but more divine. When combining a Hull Almighty skin with a Turret Almighty skin a Halo would appear above the tank representing the mastery of the equipment. People who see it, will never forget that moment.
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Tesla Shock Therapy augment balance: Advantages Time between two shots: = 0.25s (same) Lightning ball damage: +100% (same) Lightning ball speed: 25 m/s (new) Disadvantages Damage: -40% (new) Range: 13 (same) Highlighting distance: 18 (same) Tesla cascade globe radius: 1 (same) Range to following tanks: 1m (same)
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Scorpion "Shamrock" augment (Shamrock =Clover. It has 3 leaves. 2 rocket + 1 arcade shot = 3... and it sounds good ?) Advantages Aiming time: -75% (0.25 sec) Reload after salvo: -75% (3.5 sec) Max. rocket speed: +1300% (350 m/s) Standard shot damage: +5% (1218) Initial angular velocity of rocket: 200 deg/s Final angular velocity of rocket: 100 deg/s Rocket acceleration time: -75% (0.5 sec) Disadvantages Critical chance: 1% Min. rocket speed: -60% (30 m/s) Rockets in salvo: -8 (2 total) This augment was designed to quickly eliminate enemies equipped with light hulls! 1 arcade shot +2 rockets. Scorpion "Lucky Clover" augment (4 leaved clover... it has 4 rockets in the salvo, lucky when you make a critical hit) Advantages Aiming time: -50% (0.5 sec) Reload after salvo: -25% (10.5 sec) Rocket damage: +25% (500 damage/rocket) Critical damage: +120% (3080) Max rocket speed: +900% (250 m/s) Initial angular velocity of rocket: 200 deg/s Final angular velocity of rocket: 100 deg/s Rocket acceleration time: -50% Disadvantages Critical chance: 1% Rockets in salvo: -6 (4 total) Min. rocket speed: -80% (15 m/s) You can kill enemies with medium hulls equipped with the salvo + 1 arcade shot. The salvo alone can kill a light hull. Scorpion "St. Patrick's Clover" augment (The mightiest clover of all) Advantages Aiming time: -50% (0.5 sec) Standard shot damage: +75% (2030) Impact force: +25% Max. rocket speed: +500% (150 m/s) Rocket damage: +150% (1000 damage/rocket) Final angular velocity of rocket: 100 deg/s Rocket acceleration time: -50% (1 sec) Disadvantages Critical damage removed Standard shot reload: +50% (4.8 sec) Recoil: +100% Rockets in salvo: -4 (6 total) Min. rocket speed: 1 m/s (approx. -98.6%) A Standard shot can kill a light hull, the relaod haven't been increased by the same amount as the damage because the critical hit was removed and the recoil was doubled. It was designed to finish off a heavy hull with 50% protection against you with a salvo + 1 arcade shot) Scorpion "End of the Rainbow" augment (At the end of the rainbow we find a caldron full of gold coins... I mean A LOT of coins! Advantages Standard shot damage: +250% (4060) Impact force: +50% Rockets in salvo: +40 (50 total) Rocket damage: +50% (600 damage/rocket) Max. rocket speed: +1900% (500 m/s) Rocket minimum splash damage radius: 10 m Rocket average splash damage radius: 5 m Final angular velocity of rocket: 100 deg/s Rocket acceleration time: -50% (1 sec) Disadvantages Critical damage removed Min. rocket speed: 1m/s Aiming time: +100% (2 sec) Standard shot reload: +200% (9.6 sec) Reload after salvo: +100% (28 sec) A standard shot can finish off a heavy hull without any extra protections. The amount of rockets have been increased by the same amount of coins in the caldron. It was designed to finish off a heavy hull with 50% protection + defender/crisis boosted damage + taking into account for using repair kit and having lifeguard augment. (approx. 25.000HP)
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Hello @Iquit! Let me respond to some of this. Isida Mk7+ has 1160 damage per second and 290 damage per tick. Firebird and Freeze who has 1200 damage per second and 300 damage per tick. Isida is lower because it has a fixed damage throughout it's range from 0m to 25m, while fire and freeze's damage decreased if the enemy is further. I don't know why yall complaining about Isidas damage to be honest... Tesla is worse! It has 900 damage per second... What should I say about it who is a main Tesla user? Oh no.... ooohh noooo.... That would be HORRIBLE! I would rather suggest to make +1 additional module slot, called "Special module" which would include Armadillo and they could make Grenade protection later on, and maybe Chaos damage protection? and you could choose 4 regular turret protection. That's my idea... I think It should be a hull augment not a protection. I hope my answers satisfy your worries. ?
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Scorpion Missile Launcher "Tandem" augment Advantages Aiming time: -50% Rocket damage: +150% (1000/ rocket) Reload after salvo: -50% (7 sec) Rocket min. angular velocity: +100% Rocket max. angular velocity: +900% Pause between salvo's rockets: -100% Max. rocket speed: +1500% (400 m/s) Rocket acceleration time: -75% (0.5 sec) Disadvantages Rockets in salvo: -8 (2 total) Aiming recovery time: -50% (1.5 sec) Min. rocket speed: -80% (15 m/s)
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Spear is a great augment for Scorpion. Allows you to hit an enemy wherever they are, the rocket can make a full turn and even hit the target who is right in front of you. Tho... I liked the old Spear augment (Javelin). Let's bring it back! Scorpion Missile Launcher "Javelin" augment Advantages Aiming time: -50% Reload after salvo: -50% (7 sec) Rocket damage: +25% (500/rocket) Rocket min. speed: +500% (450 m/s) Rocket max. speed: +300% (100 m/s) Rocket min. angular velocity: +400% Rocket max. angular velocity: +400% Disadvantages Standard shot damage: -20% (928) Rockets in salvo: -6 (4 total) Pause between rockets in salvo: +50% I gave it more rocket damage so you can finish off light hulls with 1 salvo if you use crisis or booster drone, but took away some damage from the arcade shot, so you either have to rely on crisis/booster drone or you need +1 hit with the arcade shot to kill an enemy. There are more pause between rockets in salvo than before but for compensation the rockets are a bit faster than before as well, which also makes the min range to hit an enemy worse, but better on longer range. It is a little bit more powerful than it was, because Spear can hit the target anywhere... but Javelin needs a little bit of distance to hit the target, and it is for hunting down enemies on longer range.
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My suggestion is Modernization of the ingame users profile. Clicking on a tanker's name give us a few options, one of them is "Profile" which directs us to the Profile ratings of the user that says a lot about the tankers in game activities. I suggest to add an option "Info". You could type in your real name, your age, where you from, and you could link your discord so people can add you, youtubers could link their youtube channel.. you can also introduce yourself in short terms, like 50 letters max. or 100 letters max. to say about you like " I am a chat moderator in tanki, i play this game for XY years, my favorite turret is twins, and I am searching for people who wants to play matchmaking " or literally anything you want. Which of course all of this if the player wants to. If they don't they leave it blank, but its a great option in my opinion. Thanks for considering!
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Dear Developers! Ladies & Gentlemen! The white letters are the important part if you want to read this fast, but I felt the need to explain it thoroughly. The Scorpion turret has become outdated. What I mean by that is there is nothing new on it, shot effects, skins, augments. Not only that, but the stock turret itself is weak in way from my point of view. Comparing turrets with each other is very hard because every turret is unique in a way, so instead of doing that I will jump right in on how I think Scorpion should be balanced. Damage: 1000, Critical damage: 1500, Reload: 2.6 The 1160 damage is not needed because it doesn't do anything significant, not even with booster/crisis drone. I'd rather have a round 1k damage with less reload. OR... the other way Damage: 1400, Critical damage: 1750, Reload: 3.6s This is significant, because with booster/crisis drone you can 2 shot medium hulls. The standard shot is not even the real problem, but the rockets are! It could be controversial, but I prefer rockets that deal less damage, but has a high chance of hitting the enemy and my aiming time + salvo won't go in waste because the target is too fast they can easily dodge the rockets. Rockets in salvo: 6 Damage per rocket: 450 Salvo damage: 2700 Salvo reload: 10 seconds After this we are left with 2 options. Option A: Faster rockets, Option B: Better angular velocity... A: Min. rocket speed: 50 m/s, Max. rocket speed: 100 m/s B: Min. rocket angular velocity: 200 deg/sec, Max. rocket angular velocity: 100 deg/sec Best Regards! Isshiki
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I have a suggestion for Tesla turret, but first I want to know if I am hallucinating or there is a glitch or bug or idk... how come Firebird Freeze Isida Tesla has 20m range, but Firebird and Freeze can hit about 21-22m, or at least I have had experience when I couldn't hit enemy with my Tesla and Firebird and Freeze could hit me, when we should have the same range?! So I want that to be adjusted first! (No... They didn't use high-pressure pump) I want minor damage buff for Tesla that is very important and decisive... from 630 to 680 damage (Mk7+). This could be very important because right now If I use Booster drone the damage only goes up to 1417 damage, and If It was 680 damage, It could be 1530 damage, which means I would be able to kill medium hulls with 2 shots, and an armored enemy would be 4 shots instead of 5. (Not as necessary, but critical damage could receive a damage buff as well, from 710 to 900, and nerf the critical damage chance from 15% to 10% or 8%)
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Some overdrives are overwhelmingly strong and others are just not it! I will only mention the ones that I think needs changes. Attention!: These ideas doesn't mean all of them should be implemented on the overdrive, but one or the other... or yes! maybe all. Let's start with the support overdrives: Paladin: It needs buff! Freeze & Burning immunity is a must! Could give a special ability when more allies in your range of overdrive effect radius you can heal more. Maybe another one when using the overdrive heals the user to full health immediately. You could still counter it with Wasp, Crusader, Ares, Wiking or even Mammoth overdrive, you can survive with Titan, Hopper & Hunter doing 2000 damage is pretty effective as well, after you only need a little damage to finish them off. Dictator: Rework is needed! I think It should be half support and half offensive overdrive, and here is how: Enemies should receive 10s burning & 3s stun instead of the freezing effect. The supercharge effect should be removed but add a 100% damage increase to the user (allies don't benefit from this). The support part of the overdrive is unchanged except the supercharge. Second idea: +100% armor boost +100% damage boost but supercharge effect is removed, you instantly heal yourself to maximum HP (allies don't benefit from this) Everything else is unchanged. The overdrive itself loads very slow, and it deserves better effects. You could still counter this overdrive with basically any other overdrive as of killing the dictator or surviving with other support overdrives. Titan: Buff or Rework is needed! The 90% protection should be changed to 60-70% but the dome needs to be bigger, as of now it is 20m, should be 30m at least! Enemies under the dome could receieve EMP or Jamming effect. Offensive overdrives: Wasp: Minor buff is needed! Remove the jamming, make the stun 1 sec, emp 3-4 sec. The 0.4s stun and 1s emp is barely doing anything. If enemy only damaged 1000, they get 1s emp which means 400 damage from burning, and they can heal themselves after. but with more duration of emp the burning could be more useful. Mammoth: Minor buff is needed! Blaster augment immunity!
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IDEA FOR A NEW EXOTIC DRONE Name: Hazard This drone brings a new status effect to the game which is called Acid! How does acid works: Tanks who has this status effect on them are unable to get healed by any Turrets, Overdrives or Repair kit. (You can't use Repair kit during this status effect. There is no way to heal yourself when you have this status effect applied on you.) It also breaks hull augments, meaning If they have immunity against burning, and they get Acid status effect applied on them, They are no longer immune to the burning status effect while the Acid status effect is on them! When the Acid status effect is gone from the Tank they get a so called Antidote which gives them immunity against the Acid status effect, preventing them from being under Acid non-stop. After the Antidote is over you can apply the Acid on them again. This drone is Passive (no cooldown), so whenever enemies come in the range of the drone They get the Acid status effect. (when enemies are just spawning you will give them Acid after the spawning immunity is over!) Additionally, like all Drones, Hazard provides a passive bonus to the strength of Boosted Armor and Boosted Damage. Downside: If the drone gives someone Acid but you didn't see them or they managed to survive, and they get antidote after the status effect is over, they can kill you with ease since the drone cannot give Acid until the Antidote is active on the tank. Basically your Drone will be like Brutus when you can't apply Acid to the enemy. Advantage: Provides all time complete Immunity against Acid status effect (People with the same drone can't apply Acid to each other.) My suggestions for the Parameters of the drone: Range (m): 20 - 40 Duration of Acid (s): 5 - 10 Duration of Antidote (s): 20 Boosted Armor supply's effect strength (%): 50 - 100 Boosted Damage supply's effect increase (%): 50 - 100 NOTE: This drone idea was made because of my idea for an augment to Tesla which gives you the ability to heal! If you are interested please check in the Ideas and Suggestions for Augments. Thank you for your attention! Tell me how you like this idea.
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IDEAS FOR EXOTIC TESLA AUGMENT Healing Charge / Supportive Charge There are 2 different but almost the same ideas for Healing Tesla. 1. Idea Chain Lightning: Instead of dealing damage It heals allies as much as the damage would be (in mk7+ it is 810). 1 ally get 810 hp. 2 allies get 405 hp .... The hp is divided when more allies are in the chain lightning like it is currently for the damaging. Critical heals are 810 hp to all allies who were connected with the chain lightning. Basically the only change is damage converted into healing allies. Lightning Ball: Speed is reduced by 50%, reload is reduced by 100%. The ball itself doesn't have damage, and If an enemy comes in contact with one It passes through them. The Ball automatically connects to enemies and dealing damage (in mk7+ it is 810 dmg / 1 sec, damage is not divided if more enemies are nearby the ball, since the ball only damages in the range of the ball (22m) and does NOT connect tank to tank). [This can seem OP, but If enemy escapes from the range of the lightning ball you can't deal damage until lightning ball is reloaded again! I hope It is understandable that the ball lightning itself has no damage and doesn't explode when enemies go through it, but when enemies come nearby the ball range which is 22m It connects to the enemy and deals damage!] Advantages Chain lightning heals allies Lightning ball automatically damaging enemies Lightning ball speed: -50% Disadvantages Chain lightning deals no damage Lightning ball deals no damage Lightning ball reload: -100% 2. Idea Chain Lightning: Increases Critical chance to 20%, because the lightning ball does not deal damage. Lightning Ball: Speed is reduced by 50%, Reload is reduced by 150%, Range is reduced by 50%. The ball itself doesn't have damage or healing and If an enemy comes in contact with one It passes through them, doesn't explode. When allies are nearby the ball It heals them. *If no teammates are nearby the ball heals you. (in mk7+ it is 810 hp / 1 sec, healing is not divided if more allies are nearby the ball, since the ball only heals in the range of the ball (22m) and does NOT connect ally to ally). [This augment has less range for the ball, so you can't go miles while the ball is healing you/allies. This augment has slower reload than the one before because it can heal you as well and it is a big advantage, IF allies are not in the range of the ball!!!] Advantages Chain Lightning: Critical chance is 20% Lightning ball speed: -50% Lightning ball can heal allies and you* Disadvantages Lightning ball reload: -150% Lightning ball range: -50% Lightning ball deals no damage NOTE: If these augments considered adding to the game, I would like the 1.Idea 's Lightning ball to be DARK RED, The 2.Idea 's Lightning ball to be DARK GREEN! This is because enemies and allies can have a sight of what the Lightning ball can do and It becomes less Overpowered. If the ball is red enemies will know not to go close to ball if not necessary because it automatically damages them! If the ball is green allies will know and go closer to get healed. People who are worried about more and more turrets having healing augments I have an idea for a status effect that makes you unable to heal yourself any type of way [No OD, No Turret, Repair kit... will be able to heal you] and It breaks hull augments as well. This status effect would be called ' ACID ' and available for exclusively a New Drone that give this status effect. If you are interested go to the Ideas and Suggestions for Drones and check it. Thank you for your attention, tell me how you liked these ideas. If you have anything against these augments, please explain them why are they not balanced so I/We can perfect it. I don't think Healing Tesla would bring an end to this game. Any augment can be good and useful It just needs to be balanced!
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