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Guest1

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  1. Guest1

    Let's Discuss Magnum!

    Magnum standard settings, adrenaline, all status-effects augments, pulsar, camper, excelsior changes: Elevation angle 6°; Gunpowder loading percentage ー 30% equals 100%; Splash damage radius (all of them have 100% deal): Maximum 6 meters; Medium 12 meters; Minimum and critical 14 meters (critical chance stay the same). Reinforced gun carriage augment is available for free.
  2. Guest1

    Where

    Where to post recommendations for changing turrets and hulls?
  3. Guest1

    Let's Discuss Matchmaking

    "Frozen" status-effect increases target reload time.
  4. Ideas to change or buff current turret augments: Firebird and freeze high pressure pump ー shooting speed is increased, but reload time is also increased; Isida nanomass reactor ー fuel tank spend energy while attacking, but shooting and healing speed with reload time is increased; Hammer: Slugger (changes) ー maximum and minimum damage range: +60%, horizontal scatter angle: -50%, impact force don't decrease; Duplet ー clip reload depends on time after 1st shot. The more time after it, the faster the clip reload. Twins: Heavy plasmagun ー splash radius is decreased, but it deals the same amount of damage as with direct shot (idk how to describe, splash radius is something similar to magnum destroyer); Stable plasma ー critical damage and it's chance is increased. Smoky: Assault rounds (rename to subcaliber rounds) ー maximum and minimum damage range is increased; High percision aiming system (rename to assault rounds) ー impact force is incresed, but recoil, reload and range is decreased. Striker missile launcher "Hunter" ー arcade shots rockets follow laser, but salvo mode is disabled. Thunder: Small caliber charging machine ー projectile speed is increased, but splash radius, recoil, impact force and reload is decreased; Sledgehammer rounds (changes): regular damage +30%, impact force +40%, maximum and minimum damage range -50%, projectile speed -30%, minimal splash damage radius is decreased, but maximum splash damage radius is increased, critical damage and ricochet angle are disabled. Magnum: Automated gunpowder loading mechanism ー reload time decreases depending on elevation angle. The higher the angle, the less the reload time; Harpoon ー critical damage radius doesn't decrease; Gauss large caliber ー arcade and salvo shot splash is increased. Shaft light capacitors ー turret rotation speed is increased, but arcade shots reload time, maximum and minimum damage range is decreased. If there're no numbers to augment buff or change, I'm unsure about it, I'll trust it to developers. My exotic augment for striker: missle launcher "Tsunami" This missile launcher has switched priorities: weakened speed and increased rocket destroy power with impact force, making it slow, but stable and incredibly meneuverable. Such rockets might remind a tsunami ー the massive, slow and inescapable waves carrying a catastrophe to enemies plans... Only if it's controlling by Poseidon. Advantages: Explosion critical chance: +20%; Impact force by direct shot and explosions: +50% (unsure); Critical, maximum, medium and minimum splash radius: +100%; Recoil: disabled; Aiming time: -50%; Downward autoaim angle: 45°; Highlighting range is unlimited; Rockets don't explode midair; Arcade shot rockets follow laser by pressing "shot" key one more time (can be turned off by pressing "shot" key one more time); Salvo aiming time don't fail if target hide; Disadvantages: Pause between rockets in salvo: 0,4 sec.; Projectile speed: -110%; Maximum projectile speed: 12 m/s; General splash increase 0-100% if rocket flew 0-20 meters; Reload time after salvo: +100%. Yeah, this augment has tsunami of advantages and disadvantages .
  5. Guest1

    Let's Discuss Matchmaking

    @POWER-OF-ONE I know and don't focus on them @Hypersomnia I mean excelsior is disabled after critical shot and overdrives only, not gauss salvo, shaft aiming shot and scorpion warheads, where this effect will be applied anyway. And I didn't want to nerf everything, it should be enough. I also was too hurry about excelsior disabled after AP is gone, ok.
  6. Guest1

    Let's Discuss Matchmaking

    Seems like nickname says a lot about you. Those buffs are to balance current tanki online meta. Many new mechanics are without countermechanics.
  7. Guest1

    Let's Discuss Matchmaking

    Current status-effects buff: Frozen don't allow target deal critical damage; AP disable excelsior augments for hull and turret, even if AP is gone. It can be removed only by repair kit; Jammer interrupt overdrive delay and completely turn off drone (not only bonuses, but also basic boosted armor and boosted damage)
  8. Guest1

    Ideas for Turrets!

    Asking to buff and add features to current turrets: Isida deal guaranteed critical heal if it heals an ally with any negative status-effect, intstantly removing it. This action gives additional 2 reputation per negative status-effect. While isida is healing ally, this ally get polarizer effect even if it has full HP; Hammer deal critical damage if all pellets were shooted at target; Increase vulcan shooting time to overheat and projectile speed by 40%; Magnum projectiles destroy mines in splash radius and able to deal critical splash damage including in minimum radius. Direct shot damage is always critical. Magnum isn't able to rotate turret or change elevation angle during aiming and reload; Railgun, gauss and shaft turret rotation and acceleration speed is decreased after aiming shot;
  9. Hunter overdrive buff idea: Activation is so bright that it darkens vision if looking at it; EMP disables grenades and blaster, lifeguard, engineer, driver augments, detonates ally wasp N-2 and turn off enemy hornet radar (this action gives hunter and wasp reputation points if enemies didn't use repair kit and destroyed by it or other allies); Tesla lighting balls can be used to extend EMP range. It has limits to extend by 12 meters in 2 or more directions and by 20 meters in one direction from standard EMP range. In both cases, lighting balls will explode. Paladin overdrive buff idea: Jammer disables miner, lifeguard, blaster, engineer and driver augments, turn off enemy hornet radar; Self healing is increased by 30% more. Wasp overdrive buff idea: Bomb disables enemy hornet radar and detonates ally wasp N-2 bomb (both actions give reputation points). Hopper overdrive buff idea: Hopper is unflippable during flight after detonation jump until will land. The landing itself is much slower. Ares overdrive buff idea: BFG-cannon plasma ball destroy mines.
  10. Mammoth overdrive buff idea: Advantages: After activation, AT-field appears as a huge wave for 0.3 seconds, quickly destroying enemies in 20 meters radius and pushes outta it's path. ; AT-field increases maximum Mammoth HP by 100% (if overdrive were activated at 60% HP, Mammoth total HP will be 140%); AT-field radius is 15 meters; Hull speed and acceleration are +200% for 0.5 seconds and then it's +80%; Impact force and recoil and chaos damage immunity; Chaos damage 30% resistance; Juggernaut's weight and power. Disadvantages to balance: Overdrive activation duration depends on HP. The lower the HP, the shorter the activation (3-0 seconds at 100-0% HP). Titan overdrive buff idea: During dome generation, generator pushes enemies and their grenades outta the dome don't letting go through it; Dome diameter is increased by 10%; Wasp N-2 bomb, Hunter EMP still can disable dome but can't deal chaos damage and apply status-effects to everybody inside the dome Hornet overdrive buff idea: Jammer disable blaster, lifeguard, miner, driver, grenadier and engineer augments with spawn immunity; Advantages hornet has while radar is active: Widening and narrowing vision angle, depending on camera vertical position (if camera is upon tank, angle is wide. If behind, then narrow). Vision angle also widen and narrow during shaft aiming mode, depending on how fast shaft rotates; Able to see safe distance from melee ranged turrets (including with viking overdrive if enemy is using it), blaster augment, other overdrives (if it's percentage is 95-100%) except crusader, grenades and own turret shots if it has splash; Predict turret position after rotation; Possibility to aim scorpion warheads without looking outta the cover; Advantages hornet gives not only to itself but to allies as well: Able to see Aiming shaft sight, scorpion, striker, railgun and gauss aiming signals, magnum projectiles and mortar grenades aiming area; Warning signals about enemies using overdrives, ares BFG-cannon plasma ball location and safe distance from it.
  11. More than a half of overdrives need a buff. But I'll begin from most underwhelming one ー dictator, and continue to those which need only a couple of little additions. Here's my idea how to buff dictator: The overdrive advantages dictator has during "supercharge" effect: +80% armor boost (+33% if defender drone is equipped); +20% damage boost (+50% if booster drone is quipped); +40% speed boost (+40% if trickster drone is equipped); All supplies with it's boosts above at the time if crisis drone is equipped; +1 RK and Mine supply guaranteed and +1 DA, DD, SB supply to inventory if one of it were used before overdrive activation. The overdrive advantages dictator gives not only to itself but to nearby allies as well: Instantly heals 4000 HP, giving 1,2 seconds "polarizer" effect; Instantly places 5 additional mines around main one; Instantly reloads firebird, freeze, isida and ricochet fuel tanks, cools vulcan, railgun, gauss and shaft aiming shot. Other advantages dictator gets: If nearby ally delivers flag in CTF and ASL, scores goal in RGB, destroy Juggernaut usind "supercharge" effect and at least 1 supply got from dictator overdrive, dictator gets reputation points for participation in action. Additional disadvange to balance buffed overdrive: If "driver" augment for dictator is equipped, it's impossible to charge overdrive by reputation points from nearby allies using dictator.
  12. Guest1

    Skins availability

    Which skins for hulls and turrets I can get in BP?
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