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Ideas for Augments!


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How? Double range for double Reload? Yes please. Add Slugger to that and Hammer becomes a short range Thunder with more impact.

Correction: hammer becomes a overpriced short ranged magnum that does less dmg.

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Hello, I want to share my thoughts of alterations in turrets of my point of view, and Please don't judge me as a noob, i am to.. experienced player (search Best_of _Railgun_2015)

 

Thunder:-

the alteration of this turret, no splash damage is a good alteration i would say but, i think you could add a alteration where, if you shoot at long range, the damage would be 60-75% impact out of 100%. I don't have any idea of drawbacks, i hope tanki is good in that.

 

Smoky:-

Ah! we know that Thunder and Smoky are cousins, difference is splash damage and fast reload. what, if smoky got its Thunder abilites such as splash damage ?

 

Isida:-

Vampire ability was known for Isida. what if you add as alteration ? 

 

Shaft:-

You know the recent update (10/10/2017) where shaft gets reloading speed high and its power to..

What if they gets reloading time less and power less,

I think they deserve a radar or sort of alarm system, cause i notice some people hunting shaft from backwards.They should get alert that someone is behind of them.

 

Thank you that's it

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Smoky:-

Ah! we know that Thunder and Smoky are cousins, difference is splash damage and fast reload. what, if smoky got its Thunder abilites such as splash damage ?

 

Isida:-

Vampire ability was known for Isida. what if you add as alteration ? 

NO. We don't need more splash damage in the game. Developers said self-healing will never be added, besides, that has been suggested a thousand time already.

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NO. We don't need more splash damage in the game. Developers said self-healing will never be added, besides, that has been suggested a thousand time already.

You're right ... developers went crazy. Hm... i wish they could erase the updates from 2015-2017

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Hello, I want to share my thoughts of alterations in turrets of my point of view, and Please don't judge me as a noob, i am to.. experienced player (search Best_of _Railgun_2015)

 

Thunder:-

the alteration of this turret, no splash damage is a good alteration i would say but, i think you could add a alteration where, if you shoot at long range, the damage would be 60-75% impact out of 100%. I don't have any idea of drawbacks, i hope tanki is good in that.

 

Smoky:-

Ah! we know that Thunder and Smoky are cousins, difference is splash damage and fast reload. what, if smoky got its Thunder abilites such as splash damage ?

 

Isida:-

Vampire ability was known for Isida. what if you add as alteration ? 

 

Shaft:-

You know the recent update (10/10/2017) where shaft gets reloading speed high and its power to..

What if they gets reloading time less and power less,

I think they deserve a radar or sort of alarm system, cause i notice some people hunting shaft from backwards.They should get alert that someone is behind of them.

 

Thank you that's it

Hey, did you see my post as well? I had plenty of ideas for alterations for ones that didn't have any. Maybe you should do the same, as it helps the game a lot. The more recommendations you have, the more you can post. And you want to post more.

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Railgun Alteration: Warmed Up

 

*So here is the scenario

 

You shoot a firebird wasp with your rail knowing he needs one more shot

Now he's burning you but you already have your shot ready, you press space and your gun shines, but you die during railguns warm-up.

 

-The alteration.

Rail guns warm-up is reduced by 50%

The downside, 30% increased reload time.

 

-The alteration is for players who want to strike unexpectedly and who wait patiently for their next victim.

 

-Short Sweet and to the Point

Edited by checkeredfox

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Railgun Alteration: Warmed Up

 

*So here is the scenario

 

You shoot a firebird wasp with your rail knowing he needs one more shot

Now he's burning you but you already have your shot ready, you press space and your gun shines, but you die during railguns warm-up.

 

-The alteration.

Rail guns warm-up is reduced by 50%

The downside, 30% increased reload time.

 

-The alteration is for players who want to strike unexpectedly and who wait patiently for their next victim.

 

-Short Sweet and to the Point

An interesting idea, and one that would be tremendously appreciated. However, take into mind that the charge up time for Railgun is 1sec iirc. This means the charge time would be .5 seconds. This would be a MASSIVE difference to XP/BP/AP (DR in russian, as it would be if TO took the time to rewrite it) mains and players who are proficient with Railgun. Imo this alteration would actually not be purchased by many due to the enormous difference it creates in playstyle. I myself would greatly love this but it would screw with my rhythm with Railgun too much to be usable. 

 

Still, hats off to you for coming up with this idea.

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Railgun Alteration: Warmed Up

-The alteration.

Rail guns warm-up is reduced by 50%

The downside, 30% increased reload time.

Interesting alteration, but the downside seems a little excessive.

 

This would be a MASSIVE difference to XP/BP/AP (DR in russian, as it would be if TO took the time to rewrite it) mains and players who are proficient with Railgun. 

As far as I know those modes have alterations off by default.

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Alts for Thunder-

 

Dragon Fire Shells- This would add an after-burn to thunder's shot's similar to that of a firebird, The After-Burn damage will always remain 20 Damage every second for 5 secs, no matter what MU you equip, the after-burn reset's after every shot inflicted, the con's however, is a 20-30% decrease in Damage and Impact force Due to there being smaller shells.

 

HEAT shells- This alt would replace thunder's normal shell's with High Explosive Anti - Tank warheads (or HEAT for short) This would Increase Damage By a dramatic 40% but would decrease almost all other stat's except Impact force, 30% more reload time, 30% slower rotation speed,and finally 20% less range.

 

Sharp shells- This alt would increase Thunder's Range by 100% due to a more aerodynamic efficient - shell, but Having a slimmer round would Decrease overall damage by 20% and also decrease Impact force by 30%.

 

 

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HEAT shells- This alt would replace thunder's normal shell's with High Explosive Anti - Tank warheads (or HEAT for short) This would Increase Damage By a dramatic 40% but would decrease almost all other stat's except Impact force, 30% more reload time, 30% slower rotation speed,and finally 20% less range.

 

Sharp shells- This alt would increase Thunder's Range by 100% due to a more aerodynamic efficient - shell, but Having a slimmer round would Decrease overall damage by 20% and also decrease Impact force by 30%.

Why would turret rotation speed be decreased? HEAT shells don't have splash nor do they become less effective with range.

I'm afraid this alteration would make Thunder into a short-range Railgun with splash.

 

Sharps shells is interesting, but I think 100% more range alone is not enough. Wouldn't it make more sense to have greater impact force rather than less since (I would imagine) the shell flies faster. Also, wouldn't the damage decrease negate the benefits of more range? Perhaps a rate of fire decrease would be more appropriate, so as to give it a long-range support playstyle? This alteration seems closer to HEAT shell mechanics than the previous one.

Edited by ThirdOnion

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Why would turret rotation speed be decreased? HEAT shells don't have splash nor do they become less effective with range.

I'm afraid this alteration would make Thunder into a short-range Railgun with splash.

 

Sharps shells is interesting, but I think 100% more range alone is not enough. Wouldn't it make more sense to have greater impact force rather than less since (I would imagine) the shell flies faster. Also, wouldn't the damage decrease negate the benefits of more range? Perhaps a rate of fire decrease would be more appropriate, so as to give it a long-range support playstyle? This alteration seems closer to HEAT shell mechanics than the previous one.

Ahh. 

 

HEAT shells also weigh a bit more (hence reload reduction) but the turret reduction, I agree is pretty useless.

 

As for the reduced impact, if I may point towards the difference between APDSFS and shells like APBCHE (For plebs, 1st is Armour-Piercing Discarding Sabot Fin-Stabilized, the 2nd is Armour-Piercing Ballistic Capped High Explosive {Think of an AP shell with a flat penetrator with an explosive charge in the warhead}). APDSFS is known to be ultra-high velocity with minimal impact effect against vehicles, due to the shell flying so fast that it cuts through the armour rather than shattering it, which is what APBCHE does. APBCHE shells are much slower but heavier, which gives them a much more powerful impact. So reduced impact is logical. :D

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Alteration Idea for Striker:

 

Pin Missile: (Inspired by Bug-type Pokemon's special attacks)

Damage per Missile +10%

Splash damage Removed.

 

I'd probably see this as an 'M2' alteration (100k), Damage buff doesn't seem too high, regarding the fact that this turret deals heavy splash, so would need some sort of buff on damage to remove splash.

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It should be in garage section, called "Costumization". Here are some ideas of what could they contain, for every weapon, maybe even hull.

  • Firebird
  1. Extra bottle - extra bottle that adds 2 more ticks, 0.5 sec, that heats up twice as normal fuel ( can be used once a spawn ) - 60 000 crystals

 

  • Freeze
  1. Power box - at first second of fire, 4 ticks, every tick freezes double as much - 50 000 crystals

 

  • Isida
  1. Repair robots - at first second of fire, 4 ticks, every tick heals double as much - 50 000 crystals

 

  • Hammer
  1. Extra pellets - after every reload, hammer loads 3 extra pellets on first shot - 75 000 crystals

 

  • Twins
  1. Muzzle-break - reduces recoil by 30% - 50 000 crystals
  2. Muzzle-break II - reduces recoil by 50% - 100 000 crystals

 

  • Ricochet
  1. Bouncing gum - after every re-spawn, first 3 shots bounce twice as fast - 40 000 crystals

 

  • Smoky
  1. Electrical component - after smoky lands a critical hit, a electricity hits opponent leading to a stun that lasts 1 second, making him unable to move in that period - 125 000 crystals

 

  • Striker
  1. Infra-red laser - makes your laser invisible to any other tank except you - 70 000 crystals

 

  • Vulcan
  1. Ultra hot ammo - every bullet has slight chance to heat up enemy tank, to be exact, heating rate 0.05 - 70 000 crystals

 

  • Thunder
  1. Silencer - noise produced by shooting reduced by 30% - 25 000 crystals
  2. Smoking barrel - after hitting an enemy, it makes 50% more smoke - 100 000 crystals

 

  • Railgun
  1. Faster components - delay time reduced by 25% - 75 000 crystals

 

  •  Magnum
  1. Silencer - reduces noise when shooting by 10% - 15 000 crystals
  2. Silencer II - reduces noise when shooting by 20% - 30 000 crystals
  3. Silencer III - reduces noise when shooting by 50% - 150 000 crystals

 

  • Shaft
  1. Muzzle-break - reduces recoil by 30% as well as reduces noise by 30% - 75 000 crystals

 

Remember, these costumizations are supposed to be visible at every weapon in battle, as HTML5 is coming soon, i think it can be easly done without any unwanted lag.

 

 

NOTE: These costumizations are not meant to be at any sale, as they are premium feature that is supposed to be availible after MU-ing turret to M4

 

These changes are supposed to heat up battles at higher ranks . I hope you share your opinion

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Hmm, I guess I could post more crappy alteration ideas.

 

Freeze

Cryogenic Base Liquid: Increased freeze effect (20%) and decreased damage (35%)

This would be useful, because Freeze is not damage based like Isida or Fire, but effect based.

 

Acidic Brittlizer: Decreased Freeze Effect (15%), decreased damage (35%), adds a firebird effect that can stack with freeze effect (10s max, 30dps max)

Again, it adds more effects, but the damage reduction would definitely make up for it.

 

Isida

Long-ranged magnetic field: Immensely increased range (40%), immensely decreased cone range (50%), decreased damage and heal (50%)

This would change the Isida playstyle to mid-ranged, rather than melee, and would require more focus due to the cone range combined with the damage.

 

Stable energy: Decreased damage, heal, and range (25%, 60% for heal), infinite charge/ammo.

 

Smoky

Semi-automatic low-cal ammo: Increased shoot speed (35%), reduced damage (50%no critical.

This would make Smoky a different gun, yet still legendary, as it would combat Twins and Ricochet.

shoot

Loaded HEATs: Increases damage from HEAT criticals to 250% base damage and gives Smoky a 15% chance instead of 10%. Heavily decreased new damage (35%)

This would make an immense change in the gun, making it entirely luck based. The HEATs would do 250% BASE damage, so the non-alteration damage.

 

Vulcan

Burst-Fire 50cals: Decreases ammo capacity (60%), cannot shoot after ammo guage runs out, increased damage (195%) and start-up time (20%)

Again, this greatly changes the properties of the gun, changing playstyle.

 

Optimized Ammo Bands: Increased start-up time (100%) Increased ammo capacity (175%) and shoot speed (35%) but also increases how much fire self-damage is dealt (10%)

 

Shaft

High-power scope and capacitors: Decreased scope charge delay (300%), increased charge time (200%) and decreased arcade damage (50%)

 

RADAR Charger: Increased scope charge (50%) Gains the ability of wall see-through.

 

Renewed Technology: Enlarges the Shaft gun to be longer than the Wasp hull, increased damage (50% approx) increased reload and charge time (35% approx) gains the ability to shoot through tanks. Only M3.

 

Gaussian Charge: If the last one was too much, this adds tank pierce at the cost of 50% more reload.

 

Railgun

Apocolypse Charger: Increased Warmup Time (1000%), increased damage (500%) (This is a joke, calm down.)

 

"Zipper" Ammunition: Deals [50%] more damage each tank it passes through, instead of decreasing. This comes at the cost of no opponent knockback.

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Hmm, I guess I could post more crappy alteration ideas.

 

Freeze

Cryogenic Base Liquid: Increased freeze effect (20%) and decreased damage (35%)

This would be useful, because Freeze is not damage based like Isida or Fire, but effect based.

 

Acidic Brittlizer: Decreased Freeze Effect (15%), decreased damage (35%), adds a firebird effect that can stack with freeze effect (10s max, 30dps max)

Again, it adds more effects, but the damage reduction would definitely make up for it.

 

Isida

Long-ranged magnetic field: Immensely increased range (40%), immensely decreased cone range (50%), decreased damage and heal (50%)

This would change the Isida playstyle to mid-ranged, rather than melee, and would require more focus due to the cone range combined with the damage.

 

Stable energy: Decreased damage, heal, and range (25%, 60% for heal), infinite charge/ammo.

 

Smoky

Semi-automatic low-cal ammo: Increased shoot speed (35%), reduced damage (50%no critical.

This would make Smoky a different gun, yet still legendary, as it would combat Twins and Ricochet.

shoot

Loaded HEATs: Increases damage from HEAT criticals to 250% base damage and gives Smoky a 15% chance instead of 10%. Heavily decreased new damage (35%)

This would make an immense change in the gun, making it entirely luck based. The HEATs would do 250% BASE damage, so the non-alteration damage.

 

Vulcan

Burst-Fire 50cals: Decreases ammo capacity (60%), cannot shoot after ammo guage runs out, increased damage (195%) and start-up time (20%)

Again, this greatly changes the properties of the gun, changing playstyle.

 

Optimized Ammo Bands: Increased start-up time (100%) Increased ammo capacity (175%) and shoot speed (35%) but also increases how much fire self-damage is dealt (10%)

 

Shaft

High-power scope and capacitors: Decreased scope charge delay (300%), increased charge time (200%) and decreased arcade damage (50%)

 

RADAR Charger: Increased scope charge (50%) Gains the ability of wall see-through.

 

Renewed Technology: Enlarges the Shaft gun to be longer than the Wasp hull, increased damage (50% approx) increased reload and charge time (35% approx) gains the ability to shoot through tanks. Only M3.

 

Gaussian Charge: If the last one was too much, this adds tank pierce at the cost of 50% more reload.

 

Railgun

Apocolypse Charger: Increased Warmup Time (1000%), increased damage (500%) (This is a joke, calm down.)

 

"Zipper" Ammunition: Deals [50%] more damage each tank it passes through, instead of decreasing. This comes at the cost of no opponent knockback.

Joke or not that ApocCharger would be trollish asf xD 

10sec charge team to be able to deal up to 10,000 dmg? Hell to the fcking yes XD

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It should be in garage section, called "Costumization". Here are some ideas of what could they contain, for every weapon, maybe even hull.

 

Topic merged

 

No point turning this into a whole new feature. It doesn't introduce any new mechanics or systems - just another way to make your tank stronger for crystals. We already have micro-upgrades that do that, so your idea would only be possible as new alterations for the turrets, provided that each of them also has a drawback to counteract the benefit for balance. Otherwise it will just be another outrage about Tanki becoming "pay-to-win".

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My Ideas for crazy m3 alterations:

 

Firebird:Napalm Rounds: enemy heat capacity tripled, as well as heat damage, but turret does no actual dmg on its own.

 

Freeze: Arctic Blast: Everything it shoots gets maximally frozen, but freezing effect only takes place for the first 1/20th of the bar. Dmg decrease 35%

 

Isida: Harmonius Aura: All teammates within firing range(including you) get healed at a normal rate for that isida. However, you cannot fire at all, damage or heal.

 

Twins: Unstable Plasma: Each shot does thunder level splash damage, but only 50 percent dmg

 

Ricochet: Commando Configuration: Infinite ammo, no ricochet effect

 

Hammer: Hydraulic Launch: -90% damage, double impact force

 

Smoky: Sonic Boom: triple impact force, no critical

 

Thunder: Explosive Vortex: Shots implode

 

Vulcan: Endothermic Launch: continous firing causes freezing, not overheating

 

Striker: Lock on time halved, and launches 6 rockets instead of 4, but no  regular firing.

 

Railgun:  No charge up.

 

Shaft: Can see through walls permanently, but no arcade mode

 

Magnum: shots are guaranteed one shot, but no splash damage.

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My Ideas for crazy m3 alterations:

 

Firebird:Napalm Rounds: enemy heat capacity tripled, as well as heat damage, but turret does no actual dmg on its own.

 

Freeze: Arctic Blast: Everything it shoots gets maximally frozen, but freezing effect only takes place for the first 1/20th of the bar. Dmg decrease 35%

 

Isida: Harmonius Aura: All teammates within firing range(including you) get healed at a normal rate for that isida. However, you cannot fire at all, damage or heal.

 

Twins: Unstable Plasma: Each shot does thunder level splash damage, but only 50 percent dmg

 

Ricochet: Commando Configuration: Infinite ammo, no ricochet effect

 

Hammer: Hydraulic Launch: -90% damage, double impact force

 

Smoky: Sonic Boom: triple impact force, no critical

 

Thunder: Explosive Vortex: Shots implode

 

Vulcan: Endothermic Launch: continous firing causes freezing, not overheating

 

Striker: Lock on time halved, and launches 6 rockets instead of 4, but no  regular firing.

 

Railgun:  No charge up.

 

Shaft: Can see through walls permanently, but no arcade mode

 

Magnum: shots are guaranteed one shot, but no splash damage.

The Thunder Implosion one is a very interesting idea, you can easily squash tanks together with the implosion and damage them all quicker.

 

However I think the implosion effect would work even better if it was with Magnum turret  :D

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Maybe for striker an alteration is that striker will launch 1 rocket more but slower targeting at the enemy.

Faster reload, less damage.

Striker: Enhanced Targeting (ET)

- Aiming time (lock-on) -25%

- Reload Time +15%

- Damage - 15%

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So you know how the garage description says Smoky's critical shot is because there are different shells mixed in with it's usual ammo? I have an idea for an alteration; No organization! It removes critical hits but adds several additional effects from other turrets like afterburn, freezing, etc. with a smaller chance of it occurring.

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You know alterations, right? Every turret has at least two of them (lucky railgun got 3), but newer striker and magnum have nothing. But I have a solution. I have a few alterations for magnum and striker.

 

Magnum

 

Alteration 1: "Trajectory calculation system"

 

Description: The turret upgrades to have a computer targeting system implemented into the turret itself. The system then predicts where the projectile will impact. However, HE round must be removed to prevent damage to the computer.

 

Adds a targeting interface that draws out magnum's trajectory, predicting where the shot will land. Negative effect: Splash damage removed. Since you have the system predicting where your shot will land, you have to be very precise with the shot, having splash damage still exist will make Magnum OP and a camper's best friend.

 

Alteration 2: "Cluster Grenade"

 

Description: Standard ammo is replaced with cluster grenades that pepper the battlefield on impact. However, due to the amount of power required to launch this heavy ammo, reload time is increased to minimize stress on the turrets structural integrity.

 

Range of splash damage +150%

Reload time +150%

 

Striker

 

Alteration 1: "Precision targeting missiles"

 

Description: Switches out the standard missiles to improved missiles which have the improved ability to chase after the target, avoiding obstacles before impact. However, the system cannot be perfected because of the need of a computer system needing to be installed inside the missile itself. Doing so will result in the need to significantly reduce missile fuel, rendering the thing useless, not being able to attack it's target. Note: Due to this precise missile, detonation is reduced due to the reduction of explosives. But, can launch more missiles.

 

Missile can go over obstacles and maneuver around corners fluidly.

Missile count increased to 8

 

Missile damage -20%

Splash damage removed

Aiming time + 100%

 

Alteration 2: "Improved Explosive Missiles"

 

Description: For the tanker who wants more Boom with his missiles. Missiles come equipped with C4, Dynamite, grenades and other explosives alongside the already explosive missile. However, the increased weight reduces the range of the missile launcher.

 

Splash damage +200%

Radius of splash damage +50%

 

Range -50%

Reload time +50%

 

 

Please post your thoughts in the comments below. :D

 

 

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Idea for smoky

 

Modification unlock level: maybe M3

 

"Universal Soldier"

Can switch out the critical damage round (HEAT), with a perk of the player's choice:

  1.  Smoke Screen. Deploys a huge cloud of smoke to reduce the enemy's vision, also dealing reduced damage. Smoke will cling onto any enemies nearby. Effect lasts for 20 seconds, however visibility will restore itself overtime (partially). Good for suppressing fire, and covering your teammates. NOTE: The timer applies to the amount of time the smoke clings to the enemy. Self-destructing will NOT remove the smoke effect
  2.  Advanced Tracer. Shell deals reduced damage, but deploys a tracer that can display the enemies hp to teammates. (Good compliment to hornet's eventual overdrive. Actually, it should not be able to equip if your hull is hornet. {the perk of course}). Good for tracking the flag carrier, and helping your teammates efficiently take down the enemy. Tracer will wear off in 1 minute. Self-destructing will not remove the tracer.
  3.  Saboteur Ammo. Shell disables enemy's ability to rotate turret, and fire. Damage significantly reduced. Lasts for 5-10 seconds. Useful for covering the flag carrier and crippling enemy defenders.

Negative perks: All of the above will have shot damage significantly reduced to roughly 25% of shot damage. Chance of activating these perks is reduced significantly. Positive effects are mentioned above. All effects can still function even if the user is destroyed.

 

 

P.S. a little something for railgun.

 

"Shell Destabilization" Charge can be held as long as your spacebar is pressed. Damage will increase beyond normal parameters but will begin damaging the user for 10% of each damage increase every 2 seconds. When released, shot will deal massive damage but the weapon will have to recharge for the amount of time used for the charge up.

 

+ effect: Damage can increase exponentially.

- effect: Reload time is tuned to the amount of extra time used up to increase damage. Cannot use supplies while charging, all supplies and bonus boxes nearby will go into cooldown. (Bonus boxes will drop box again on the system's schedule, doesn't affect golds) Turret rotation speed reduced by 50% while charging. Isida cannot heal the user while weapon is charging.

Edited by R3VOLUTION

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