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Ideas for Augments!


Maf
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Hello, my name is Patrick,

 

In this letter I have put together some data to show why the smoky m2 alteration is weaker than the thunder m2 alteration.

 

The other day I was looking at alterations and I noticed something between the thunder m2 alteration and the smoky m2 alteration. (I will be using stats from m3 thunder and m3 smoky) By doing the math I found out that thunder with the m2 alteration had higher damage per shot and a faster reload than smoky with its m2 alteration. Here is the data.

 

Thunder m3 with m2 alteration

 

Max damage per shot: 720

Min damage per shot: 520.472

Reload time: 2.052 seconds

 

Smoky m3 with m2 alteration (for this I didn't include critical damage to make things simpler)

 

Max damage per shot: 689.652

Min damage per shot: 555.885

Reload time: 2.1994 seconds

 

From the data it is clear to see that thunder has a faster reload and a higher damage per shot than smoky. Although smoky has a very slightly longer reload, it could have a huge difference in a battle. I think it would be viable to slightly buff the smoky m2 alteration in order to make it more balanced to the thunder m2 alteration. If the smoky m2 alteration had the fire rate only increase by 30% than it would have a faster reload, I also think that the max damage should be increased by 22% making it deal slightly less damage.

 

Please talk to the team about this and ask them what they think. Thank you.

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[...]

Smoky's M2 alteration is supposed to give you improved burst damage and long range performance, and not necessarily to make it compete with Thunder in all situations. The critical hit is very important to take into account because it provides a flat 924 damage at any distance, which is almost half of a light hull's health. In my view, this is a main selling point of the alteration.

 

Like quite a few alterations, the Precision Targeting System is intended for a specific use. By using it, you handicap yourself somewhat in normal combat in exchange for very powerful critical hits that can let you scrap people from across the map. In this respect, it seems to be fine.

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an alteration that enables ammo to mark the target helping to guide the next 3-5 rounds that would have been near misses onto the target. near miss effect distance to be determined but probably within 1 tank length.

 

note this does not cause ammo to fly around objects like walls if the target is hiding but just helps rounds find any part that is in line of sight.

 

 

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an alteration that enables ammo to mark the target helping to guide the next 3-5 rounds that would have been near misses onto the target. near miss effect distance to be determined but probably within 1 tank length.

 

note this does not cause ammo to fly around objects like walls if the target is hiding but just helps rounds find any part that is in line of sight.

Topic merged

 

Sounds like an interesting alteration for Striker, but not other turrets. Rounds can't willingly change direction once they leave the barrel of the gun. They are just bullet-shaped boxes with explosives inside them and they have no way to control their movement. Striker is the only one with such a feature since rockets are fitted with their own propellant and guiding system.

 

But since Striker is so hard to use at the moment, this would indeed be a useful alteration.

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Beg to differ MAF but check out the latest generation of precision artillery rounds (M982 Excalibur) being deployed by the US. Look it up on youtube.

 

The rounds have guidance and are steered so yes a round CAN willingly change direction once they leave the barrel of the gun. You really need to keep up with Western technology.

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Beg to differ MAF but check out the latest generation of precision artillery rounds (M982 Excalibur) being deployed by the US. Look it up on youtube.

 

The rounds have guidance and are steered so yes a round CAN willingly change direction once they leave the barrel of the gun. You really need to keep up with Western technology.

We need alterations to be balanced and yet simple to understand.

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its really simple assassin:

 

 

following a successful hit the alt allows the next number of rounds (number to be decided ) to follow the first to the target but only if the aim is close enough. ( ie gun pointed towards target so that the round would hit within 1 tank length in effect a near miss).

 

The rounds could only hit if there was a clear line of sight as per usual so they could not swerve around walls etc like strikers rockets.

 

After the number of assisted rounds have been fired you would need another successful hit before the next set of rounds would track the target.

 

This would not be available for shaft when using sniper mode but would be during arcade mode.

 

This would not be available for magnums as line of sight is needed.

Edited by realbigred

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An alteration for Railgun that makes it more likely to hit the enemy...

And for Isida, it would be cool if there was an alteration you could buy that changed its colour, I want to see purple for healing :D

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I was thinking of a few alterations for magnum, here they are.

 

M1 alteration: Mortar

 

Damage + 20%

Splash radius + 20%

Reload + 20%

 

Increased damage and splash radius at the cost of a longer reload.

 

it might be a little op but i think its decently balanced.

 

M2 alteration: Acid shells (I got some inspiration on this topic for this one)

 

When shells hit a target (or multiple) it will give a burn effect similar to firebirds

Damage - 15%

 

Shells now give a burn effect to targets, damage is slightly lower.

 

M3 alteration: Advanced targeting system

 

Turret can rotate horizontally

Projectile speed + 200%

Shot cannot be charged and weapon is fired exactly when space bar is pressed

Projectile no longer follows a hyperbolic trajectory and flies straight

Vertical auto aim is added

Barrel can no longer rotate vertically and is fixed at a 0 degree angle

Reload + 45%

Splash radius - 20%

 

Magnum is now able to rotate horizontally and shells fly straight, shots no longer need to be charged and the projectile speed is increased. Vertical auto aim is also added. The reload is increased greatly and the splash radius is decreased, the barrel is also unable to rotate vertically.

 

This alteration completely changes magnum (Its a little crazy). This alt basically makes magnum a super thunder but the projectiles are not hit scan (Shells do not hit instantly like thunder). I think it might be a good idea for an m3 alteration.

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I was thinking of a few alterations for magnum, here they are.

 

M1 alteration: Mortar

 

Damage + 20%

Splash radius + 20%

Reload + 20%

 

Increased damage and splash radius at the cost of a longer reload.

 

it might be a little op but i think its decently balanced.

 

M2 alteration: Acid shells (I got some inspiration on this topic for this one)

 

When shells hit a target (or multiple) it will give a burn effect similar to firebirds

Damage - 15%

 

Shells now give a burn effect to targets, damage is slightly lower.

 

M3 alteration: Advanced targeting system

 

Turret can rotate horizontally

Projectile speed + 200%

Shot cannot be charged and weapon is fired exactly when space bar is pressed

Projectile no longer follows a hyperbolic trajectory and flies straight

Vertical auto aim is added

Barrel can no longer rotate vertically and is fixed at a 0 degree angle

Reload + 45%

Splash radius - 20%

 

Magnum is now able to rotate horizontally and shells fly straight, shots no longer need to be charged and the projectile speed is increased. Vertical auto aim is also added. The reload is increased greatly and the splash radius is decreased, the barrel is also unable to rotate vertically.

 

This alteration completely changes magnum (Its a little crazy). This alt basically makes magnum a super thunder but the projectiles are not hit scan (Shells do not hit instantly like thunder). I think it might be a good idea for an m3 alteration.

 

I hate to ruin it for you, but there will be no m3 alterations.

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I hate to ruin it for you, but there will be no m3 alterations.

But in the garage theres a spot for m3 alterations, however, is there will be no m3 alterations, then the m3 alterations i came up with for magnum could just be made m2

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M3 alterations according to the great dev, Hazel Rah "will be replaced by hull characteristics" so yeah, the other slot will either become an m2 alt for most or an m1 alt for some.

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I was thinking of a few alterations for magnum, here they are.

 

M1 alteration: Mortar

 

Damage + 20%

Splash radius + 20%

Reload + 20%

 

Increased damage and splash radius at the cost of a longer reload.

 

it might be a little op but i think its decently balanced.

 

M2 alteration: Acid shells (I got some inspiration on this topic for this one)

 

When shells hit a target (or multiple) it will give a burn effect similar to firebirds

Damage - 15%

 

Shells now give a burn effect to targets, damage is slightly lower.

 

M3 alteration: Advanced targeting system

 

Turret can rotate horizontally

Projectile speed + 200%

Shot cannot be charged and weapon is fired exactly when space bar is pressed

Projectile no longer follows a hyperbolic trajectory and flies straight

Vertical auto aim is added

Barrel can no longer rotate vertically and is fixed at a 0 degree angle

Reload + 45%

Splash radius - 20%

 

Magnum is now able to rotate horizontally and shells fly straight, shots no longer need to be charged and the projectile speed is increased. Vertical auto aim is also added. The reload is increased greatly and the splash radius is decreased, the barrel is also unable to rotate vertically.

 

This alteration completely changes magnum (Its a little crazy). This alt basically makes magnum a super thunder but the projectiles are not hit scan (Shells do not hit instantly like thunder). I think it might be a good idea for an m3 alteration.

 

 

I like these alterations  :)

Some thoughts on them:

M1 alt.: As you extended also the splash range, you maybe should make the reload a bit longer than +20%

 

M2 alt.: Burn effect is a nice idea for Magnum. You would need to have a high temperature effect by one shot and/or a long afterburn duration to create a considerable difference to the normal Magnum. It would be especially good vs light hulls, that have only few hp left after they got hit once by Magnum. So by this wouldn't have to care for them anymore as they die anyway. Another option (maybe with HTML5) would be to create a firestorm zone, when shooting with this alt. on a certain spot of the terrain (not necessary to hit enemies) within a short period of time (maybe with several Magnums), which leads to a rather longlasting and strong burning fire on that spot.

 

M3 alt.: You can flag this one as an M2 alt. as well. Yes, it would make it to a strong Thunder with a long reload. However in order to make the mechanic more or less the same, the Projectile gravitation needs to be 0 then, as you would not be able to shoot very far with a 0° angle and basically 100 % of power. I would also reduce the reload disadvantage to around -30% to align it to Thunder. To still have some differences to Thunder the projectile speed should not be as fast as +200% imho.

Edited by Tani_S

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More unfinished work form Tanki. If you want something done . . . 

 

 

I got some alteration ideas for Striker:

 

1) M1 „Lone Midfielder“

Plus.png Damage for arcade mode +20%

Minus.png Reload in arcade mode +25%

 

I keep coming back to thinking, "meh." Can't see a reason to burn cry for this.

 

2) M1 „Auld times“

Plus.png Laser removed

Minus.png Add „sway” effect during aiming time

 

I do not follow this one.

 

3) M1 „Suppressive Fire“

Plus.png For salvo mode aiming for terrain is possible

Minus.png Hull cannot be moved during aiming time

 

So many ways to exploit this. No enemy would survive long near a Striker.

 

4) M1 “SAM launcher”

Plus.png Auto-aim up & down +35%

Minus.png Reload time for arcade and salvo mode +25%

 

Much like the Vulcan alts this one is for the clumsy who cannot aim and hampers those who are not. I can rock my hull. A "never buy" alt..

 

5) M2 „Raider“

Plus.png Aiming time -20%

Minus.png Reload time for arcade mode +50%

Minus.png Reload time for salvo mode +70%

 

So a lock-on time of 2.4 seconds instead of 3.0? But longer reloads? Unsure about this one buy 'meh' is not far from the mind..

 

6) M2 „Light Rocket buggy“

Plus.png Aiming time -25%

Minus.png Damage in salvo mode -25%

Minus.png Reload time in arcade and salvo mode +20%

 

First  reaction is along the lines of Scooby Doo's  "wha..?" Second reaction is, "Less damage? Hell no!".

 

7) M2 „Rocket Tower“

Plus.png Aiming recovery time +150%

Plus.png Shell angular velocity +50%

Minus.png Aiming time +15%

 

Do not understand this one. Tighter-turning missiles? With a trade-off in what? Well as for tighter-turning missiles, that's not very significant IMO.

 

8) M2 „Heavy guided missile cruiser“

Plus.png Max. salvo damage +30 %

Plus.png Min. salvo damage +30 %

Minus.png Pause between salvo rockets +100%

 

For a +damage alteration I would suggest adding a missile or two the the salvo. Not sure on the trad-off but it'd have to be significant/ The 4-missile salvo is already a big hitter.  Maybe add to the lock-on time?

 

Let me know what you think about them  :)

Overall none of these really jump out at me as something I'd really want. I've not thought much on this before but a coupe ideas occur now.

 

Striker has a very long range. Perhaps one way to go is a vastly shorter range missile but bigger damage or splash. Max damage out to maybe 80-90 instead of 400+

 

Or perhaps bigger warheads (damage) in exchange for much slower-flying missiles. Those would be far easier to dodge so this variant would probably target terrain sort of the Magnum role.

 

Or tank-killer. Very fast-flying missiles but either no or very small splash. I see this helping single-shots more than salvos.

 

Perhaps the best alteration would be none. We've seen most alterations fail to be neutral in overall effectiveness. 

Edited by LittleWillie

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More unfinished work form Tanki. If you want something done . . . 

 

Perhaps the best alteration would be none.

Hmm... looks like you have a general issue vs. Tanki's alteration concept itself. Thanks for the feedback tho. I expect that a lot of people would be interested in them, as they give a broader access to Striker by making it less specialized and therefore sacrificing big advantages of the unaltered Striker.

 

I dunno why you think, that the suggestions are unfinished, as the only alteration that needs to be reworked is #3, because it doesn't adapt the existing mechanism properly. It would fit better if there would be two separate timers (as BlackWasp suggested), one for an enemy tank and a slightly longer one for the terrain.

I especially find the suggestions #1, #4 and #7 useful. For #7 the main advantage is the longer aiming recovery time, which let you use Striker more as a long range camping weapon. btw "aiming time" = "lockon-time".

 

To your alterations suggestions:

#1 I don't think that cutting down the range is making much sense, because Striker is to be handled as a turret without a damage decrease over range (i.e. about like Rail) and a balance of this fundamental change seems to be very hard.

#2 imho slower flying rockets in trade off for more damage make the arcade mode kinda redundant to the aiming mode. Don't see many similarities to Magnum, because Striker is a direct attack weapon and Striker's rockets would then probably be slower than Magnum's shots.

#3 I like this idea. Basically make both; deactivate splash/self damage and significantly increase the rockets flying speed.

Edited by Tani_S

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I like these alterations  :)

Some thoughts on them:

M1 alt.: As you extended also the splash range, you maybe should make the reload a bit longer than +20%

 

M2 alt.: Burn effect is a nice idea for Magnum. You would need to have a high temperature effect by one shot and/or a long afterburn duration to create a considerable difference to the normal Magnum. It would be especially good vs light hulls, that have only few hp left after they got hit once by Magnum. So by this wouldn't have to care for them anymore as they die anyway. Another option (maybe with HTML5) would be to create a firestorm zone, when shooting with this alt. on a certain spot of the terrain (not necessary to hit enemies) within a short period of time (maybe with several Magnums), which leads to a rather longlasting and strong burning fire on that spot.

 

M3 alt.: You can flag this one as an M2 alt. as well. Yes, it would make it to a strong Thunder with a long reload. However in order to make the mechanic more or less the same, the Projectile gravitation needs to be 0 then, as you would not be able to shoot very far with a 0° angle and basically 100 % of power. I would also reduce the reload disadvantage to around -30% to align it to Thunder. To still have some differences to Thunder the projectile speed should not be as fast as +200% imho.

What i meant for the m3 alt was that the projectile would fly like strikers rockets, it wouldn't fall, so the turret would be angled flat :)

I also did some math for the reload, with + 45% it is at 8.3 seconds which is about 0.3 seconds longer than railgun with the higher caliber alteration, and magnum still does more damage that railgun with the higher caliber alt. 

If it were at 30% than it would be a little overpowered.

And the projectile speed increase should probably be at about + 100%, so its projectiles are still fast enough to hit targets at long range.

Edited by Paddy-Tanker

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For thunder's Armor Piering Ammo alteration, why not add a 10% increase in impact force?

there wouldn't be much of a point to add 10% to the impact force, the point of this alt is to allow thunder to survive in close situations like smoky. Thunders impact force is already decently high to knock off the aim of enemies.

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M3 alterations according to the great dev, Hazel Rah "will be replaced by hull characteristics" so yeah, the other slot will either become an m2 alt for most or an m1 alt for some.

What the heck does he mean by that?

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I pretty sure he means that the turret alteration will change the hull slightly, I don't know how tho.

No, the turret alterations and the hull chacteristics/mechanics are two different and independent things.

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Hmm... looks like you have a general issue vs. Tanki's alteration concept itself. Thanks for the feedback tho. I expect that a lot of people would be interested in them, as they give a broader access to Striker by making it less specialized and therefore sacrificing big advantages of the unaltered Striker.

 

I dunno why you think, that the suggestions are unfinished, as the only alteration that needs to be reworked is #3, because it doesn't adapt the existing mechanism properly. It would fit better if there would be two separate timers (as BlackWasp suggested), one for an enemy tank and a slightly longer one for the terrain.

I especially find the suggestions #1, #4 and #7 useful. For #7 the main advantage is the longer aiming recovery time, which let you use Striker more as a long range camping weapon. btw "aiming time" = "lockon-time".

 

To your alterations suggestions:

#1 I don't think that cutting down the range is making much sense, because Striker is to be handled as a turret without a damage decrease over range (i.e. about like Rail) and a balance of this fundamental change seems to be very hard.

#2 imho slower flying rockets in trade off for more damage make the arcade mode kinda redundant to the aiming mode. Don't see many similarities to Magnum, because Striker is a direct attack weapon and Striker's rockets would then probably be slower than Magnum's shots.

#3 I like this idea. Basically make both; deactivate splash/self damage and significantly increase the rockets flying speed.

No, Tanki's work is unfinished. Not yous. There were supposed to be m0, m1, m2, and m3 alterations.  There are not even m1 and m2 alts for all weapon ... for example Striker. So here you are doing their work for them akak if you want something done....

 

Maybe lots of people would want the alterations, I can only offer my reactions. I just threw some contribution to the topic.

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