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Ideas for Augments!


Maf
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Ive posted alteration ideas, but your ideas just kinda sucked. ALL of your posts that ive seen in the I&S section were just... bad. Either OP or UP. You cant just take 2 turrets, mash them together and call it a new one, much less expect it to be added to the game.

._.

Not all my ideas were bad, and almost none of them were unbalanced to the extreme to be UP or OP... My Burst Rifle idea was inventive, it took 2 characteristics from Railgun and a idea from Hammer, the rest was original... Peacemaker may have been a little less original but it had a jamming feature, something NO OTHER TURRET HAS, making it unique....

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._.

Not all my ideas were bad, and almost none of them were unbalanced to the extreme to be UP or OP... My Burst Rifle idea was inventive, it took 2 characteristics from Railgun and a idea from Hammer, the rest was original... Peacemaker may have been a little less original but it had a jamming feature, something NO OTHER TURRET HAS, making it unique....

Do you not remember the recoil? You could send a wasp into the air. Tanki has specifically told people that they dont accept ideas regarding flying or teleporting.

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Do you not remember the recoil? You could send a wasp into the air. Tanki has specifically told people that they dont accept ideas regarding flying or teleporting.

I had said that it was based on an algorithm that predicted that recoil effect based on the weight of the hull used. And it could never be strong enough to send a Wasp flying... Truly. It would be enough that, as I explained, it would be likely continuously firing Smoky over and over. The recoil wasn't multiplicative, it was additive, meaning it didn't go up exponential amounts, it just stacked slowly.

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for the the railgun, i think that there should be an alteration that allows you to chose how much power you use, like the shaft almost. Only that you have too hold it down for the desired amount of power while it's charging then release at let's say half power, and you get half damage. Plus you don't need a full bar to fire either

 

Cons for this would be more reload time and slightly less accuracy, the rays will shoot a little bit off target.

Edited by meeee700

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for the the railgun, i think that there should be an alteration that allows you to chose how much power you use, like the shaft almost. Only that you have too hold it down for the desired amount of power while it's charging then release at let's say half power, and you get half damage. Plus you don't need a full bar to fire either

 

Cons for this would be more reload time and slightly less accuracy, the rays will shoot a little bit off target.

So basically makes railgun even harder to use. we cant just press and shoot we have to hold space to full power while trying to avoid fire, then try and hit the enemy with an inaccurate shot then have to wait for a longer reload.

 

What are you smoking -_-

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I have been working on paints for tanki and so far i have come up with a few worth mentioning, so enjoy viewing (contact me is you want to implement them

https://s24.postimg.org/jp62g4779/tiedie.png

https://s30.postimg.org/6r77z5rfl/treecanopy.png

If I may ask what program you used for these?

I'm curious as I have a possible idea for some paints...

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First, I think the alteration should be able to use on XT items. XT items are special editions and are more expensive, there is no reason they have less features than the normal versions.

 

Also, I think I think alterations (or plug-in, add-on, whatever you like to call) should also apply on hulls. 

e.g.

 

Plus.png increase heat resistance (good for dealing with firebird or using vulcan)

Minus.png increase freezing damage taken and effect (a problem when facing freeze)

 

Plus.png increase speed

Minus.png decrease health

 

...etc

Edited by Tank_Bastion

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An alteration for rail which would change it's shot colour would be pretty cool :)

That will be the M0 alterations. Purely cosmetic changes to enhance the style of your turrets.

See the V-Log on the explanation of alteration effects when they were first released.

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Thunder alteration:

 

Instead of splash damage, do splash paint.

 

Light blue, pink or magenta, and light green.

 

Hit tanks will stay painted until they get destroyed.

 

If you get hit by this paint carrying projectile your visibility will also be affected for some time.

 

Firebird  may burn off the paint... who knows.

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Thunder alteration:

 

Instead of splash damage, do splash paint.

 

Light blue, pink or magenta, and light green.

 

Hit tanks will stay painted until they get destroyed.

 

If you get hit by this paint carrying projectile your visibility will also be affected for some time.

 

Firebird  may burn off the paint... who knows.

I can feel you're on to something... But try refining the details a little bit, and then post the fixes.. But I like it...

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Thunder alteration:

 

Instead of splash damage, do splash paint.

 

Light blue, pink or magenta, and light green.

 

Hit tanks will stay painted until they get destroyed.

 

If you get hit by this paint carrying projectile your visibility will also be affected for some time.

 

Firebird  may burn off the paint... who knows.

M0 alteration?  :lol:

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M0 alteration?  :lol:

It alters the damage output so it will most likely be an M1 alteration T^T

The devs have stated countless times that M0 alterations are purely cosmetic changes. Nothing that alters the turret damage or mechanics (Like the above alteration)

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I spent the last hour thinking about my ideas for the new alterations of turrets.

 

In my oppinion this is how it should work:

 

M0:

All M0 Turrets should have 3 changes that change what colour the projectile is. Example: Firebird, you would have 3 options to select a colour, Yellow, Orange or Deep Red. (As well as the standard colour)

This would be the same for all turrets and guns like Smoky or Thunder would get incendiary rounds.

 

M1:

All turrets would get an additional 4 options for power changes. M0 colour changes would still be available but under a different section to make it possible to equip both a colour change and power change at the same time. A power change would be how the developers have suggested, and it would have a name.

 

Example:

 

(Disclaimer: I did not look at the statistics of hammer, so this example may be really bad)

"Magnum" (Available for Hammer M1)

 

Positive attributes:

Increases Damage by +20

 

Negative attributes:

Increases reload by 0.75

Decreases turret turning speed by 0.9

 

 

 

The power level of these Alterations would not change when the turret is Micro-Upgraded. Instead any level of Hammer M1 would be effected by the same damage amount per alteration. So if your hammer did 50 damage per shot regularly, with "Magnum" it would then do 70 damage per shot. If your Hammer did 55 damage per shot,p regularly. With "Magnum" it would do 75 damage per shot.

 

Each turret at M1 would have 4 different alterations available (that does not include the standard power level) and would also have the 3 M0 colour changes added (but under a different section so you can have both at the same time)

 

Recap: M0 has 3 different colour alteration choices in which you can have one equipped at a time, and M1 would have an extra 4 power alterations where you can have one power alteration and one colour alteration equipped at a time. Each power alteration has a name, example for hammer:

Magnum

Shooter

Speeder

Slug

 

M2:

This would add an extra 5 power changes to the existing 4, making 9 in total (but you can only have one at a time) This power changes would be a little more drastic, such as:

 

 

 

"No Smoking" (M2 Alteration for Smoky)

 

Positive attributes:

Increased damage: +30

Increased Critical damage: +29

 

Negative attributes:

Increased Reload time: +1.2 seconds

Decreased critical change: -7.5%

Decreased turret turning speed -1.5

 

 

 

M3:

The developer have said they are keeping these alterations a secret. I think they should add 5 of these "Secret" alterations and 1 mega alteration that does something crazy, like:

 

 

 

"Rapid" (M3 alteration for Smoky)

 

Positive attributes:

Decreased reload time: -1 second (So at M4 it would take 0.3 seconds to reload (Almost as fast as twins))

 

Negative attributes:

Decreased damage: -85%

Decreased impact force: -95%

 

 

 

I would also like to give you a few ideas on some alterations I would like to see in the game

Smilarly, I'd like an alteration for the Railgun too, wherein it doesn't leave the smoke trail of my fire, thereby making me that much more difficult to detect, would be handy when I'm hiding behind the bushes.

 

 

Suggested name: Stealth Mode

 

Positive attribute: Enemy cannot find from where I fired.  No change envisaged to the damage dealt

 

 

Flip side: Well, it can take a little longer

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It alters the damage output so it will most likely be an M1 alteration T^T

The devs have stated countless times that M0 alterations are purely cosmetic changes. Nothing that alters the turret damage or mechanics (Like the above alteration)

oh right, I overlooked that it trades in splash to get the paints - senseless  :rolleyes:

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Hammer M3 alt.

------------------------

 

Plus.png Unlimited ammo (reloading just as single-shot-turrets)

Minus.png Reload between shots +180%

 

Welp. :)

But Why. It's quite uninteresting.  :P There are so many different options out there that change it in more interesting ways yet keep the turret within it's own characteristics and not spilling into others' area, if you know what I mean.

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But Why. It's quite uninteresting.   :P There are so many different options out there that change it in more interesting ways yet keep the turret within it's own characteristics and not spilling into others' area, if you know what I mean.

Ask Hammer players for this idea better  B)

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