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Ideas for Augments!


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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.
  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.
  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.

That Railgun alt... Oh boi would I abuse the ever living hell out of the ability to essentially double my damage for free without a DD.

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Posted 08 Nov 2017 - 14:00

 

Those Magnum alts seem interesting.

 

 

 

No they are junk.  Magnum is already pathetically easy to use.  So now give it an automatic hit mechanism???? The mind boggles.

 

As for the splash alterations.they also boggle the mind.

 

+150% to splash radius makes the weapon's splash effect 6.25 times as powerful.

 

+200% to splash radius makes the splash effect 9 times as powerful.

 

Splash is already over-used in TO. The last thing we need is a splash effect that allows "hits" from a miss of 40 meters. 

Edited by LittleWillie

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No they are junk.  Magnum is already pathetically easy to use.  So now give it an automatic hit mechanism???? The mind boggles.

 

As for the splash alterations.they also boggle the mind.

 

+150% to splash radius makes the weapon's splash effect 6.25 times as powerful.

 

+200% to splash radius makes the splash effect 9 times as powerful.

 

Splash is already over-used in TO. The last thing we need is a splash effect that allows "hits" from a miss of 40 meters. 

Well the numbers can be adjusted, but he introduced some principles to show how the potential alterations could work.

Magnum is very dependent on the Splash damage (as it is in sum huge right now) and removing it would be a serious disadvantage. A lot of people asked for some guiding help with Magnum and this can serve these requests. I also think that at the beginning it took longer to get used to Magnum than to other turrets. Nevertheless, you get an OP turret afterwards. Dropping down bombs with Magnum by tapping on space is easy, but you can't do this all the time. It is also a question how the aiming help would be implemented.

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So now give it an automatic hit mechanism???? The mind boggles.

 

 

Did you bother to read it? It wasn't an aimbot, it was showing the trajectory of the shot in exchange for no splash damage.

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What about making an alteration at 700k or 800k, that we can chose 4 turret of our choice, and the pourcentage haves a maximum of 50, 35, 35, 15. That would be a good way to make the buyers pay for something useful, at my opinion!

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What about making an alteration at 700k or 800k, that we can chose 4 turret of our choice, and the pourcentage haves a maximum of 50, 35, 35, 15. That would be a good way to make the buyers pay for something useful, at my opinion!

Does not really explain what this "alteration" does... % of ... what exactly?

 

And which turret is this alteration for?  (only turrets have alterations)

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I had an idea for a 2 thunder altelerations 

1 this change makes thunder at longer distances more damage does 

(max/min damage range) + 50% 

and per meter distance should thunder needs longer to reloud

 2 this change makes thunder does more knockback

Impact force + 50% 

Recoil + 25% or less 

Reload time + 25%

 

greetings the dutch

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Striker:

HEAT Warheads (M1) — Pros: No more self-damage, slightly increased damage per shot — Cons: No more splash damage, lower projectile speed.

Top-attack missiles (M2) — Pros: Much higher damage, can shoot over walls — Cons: No damage on a miss, cannot aim at a face hugging target, cannot dumbfire.

 

Magnum:

Naval gun (M3) — Pros: Much higher splash damage and knockback — Cons: Fire rate drops to incredibly low RPM (2/min should be enough), ridiculous recoil, very noticeable shell arc and muzzle flash, longer barrel increases likelihood of being sniped.

AP shells (M2) — Pros: Higher damage, faster shells — Cons: No splash damage, less effective at shooting over walls because of flatter trajectory.

 

Isida:

Nanite generator (M1) — Pros: Activating heals every friendly tank around you, heals yourself at a quarter of the rate that it heals everyone else, larger battery size — Cons: Can no longer deal damage, you shine bright blue/green while this is active.

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Magnum Alts:

Aerodynamic shells: Magnum shots travel 70% Faster at the cost of 30% less damage.

 

Partially magnetic shells: adds an auto-aim for magnum to make it easier aiming, but increases reload and recoil, and takes away 5-10% damage.

 

Napalm shells: adds a slight after-burn to any tank that has been hit directly by the shell, the after-burn would last 2-3 seconds dealing 50 damage/second, making it a total of about 150 damage, this alt would increase reload and recoil by about 20%, and decrease vertical rotation speed by about 40%.

 

(btw a topic about new ideas for paints would be nice to add)

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Helllo, Today i will post a special edit version of railgun and its altretion , my post will make the game better , fun , balanced, more fun.more fair, re the old days , 

 

 

as every one know that railgun has been greatly nerffed in 2016/10 re-balance and everone know the disliker was more than the likers but for no reason tanki applyed the balance of rail any way im sure some one will tell me " easy want the old rail ? buy the altretion its only 100k" hmmm not bad if its true but its not true , why ? easy the altretion doesnt cost 100k it cost 200k and need a quite high rank to get it , why 200k ? think in it rail m2 96k+altertion100k = 200k + the quite high rank to re the old rail which was for free . so this is waht tanki want to show us ? this is how tanki want show us they are great ? ok dont put the blame all on tanki , why ? the devs are not enough to make a balancess its need a 2009-2017 players like me to help them so i decided to help tanki and i wish they lestin to me ( im sure they will devs are great people and will take my adive ) , any way lets contune , so my adive is to re the old railgun , but wait waht about the altretion if we re the old railgun waht does the altreiton do then ? easy i didnt leave anything with out plan for it here is the edited alltretion by me https://drive.google.com/file/d/1pdxJp6ottFivvngx1BWk5aj6VCuqyjnj/view its greatly improve the reload time , dmg dcrease but reload worth it :) well in total its going to be like replace the railgun with the altretion , dont forget the old rail was for free you dont need to pay 200k to get the old rail this not fair .

 

 

thanks so much for everyone respect my hard working and reseacrh to make the game better and fun and fair .

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Shaft [upgraded Artillery]:

Pros: Increases shaft's maximum damage by 500 hp flat or by 16.5% AND minimum damage by 50% (these values are only for scope mode)

Cons: No arcade damage

- This alteration will help kill all the medium hulls but shaft will be much more defenceless in short ranged encounters

 

Magnum [Noob Turret]

Pros: Magnum gets removed from the Game, restoring the game balance

Cons: None  :P

Edited by MJROCKS05
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Striker - Sniping mode [M3]

 

Sniping mode added (no laser) Plus.png

Targeting mode removed Minus.png

Range: +60% Plus.png

Rotation speed (in sniping mode): -40% Minus.png

Aiming time: +25% Minus.png

 

An alternative way for launching homing missiles, this time without a warning and with a zoom. Great for campers.  B) 

 

Just like a Magnum didn't warn you about the rain, you don't have to warn him, too.  -_-

Edited by Skills.n.Girls

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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%.

Shells are already pointed. And just being "sharp" doesn't help objects move faster at hypersonic speeds. They need to be reinforced-- which is not good for an HE shell, since it'll need to explode on impact-- and need more propellant.

 

Unless your plan is to turn these shells into APCR rounds, this doesn't really make that much sense.

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Alteration for Magnum.

 

Let to spin a turret, but -15% or -20%, decrease spash damage, turret's spin speed like shaft's in sniping mode

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Let to spin a turret, but -15% or -20%, decrease spash damage, turret's spin speed like shaft's in sniping mode

Topic merged

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Going up front,  giving with the complaints i have the the removal of the "Shaft"s penetration shot" That allowed the shaft with a full charge shoot, would be able to shoot through one or more tanks behind the tank.

 

The shoot of course was critical to the first tank giving it a 1.7k hp shoot, following to a less hurting shoot for the tanks behind it. Giving this was removed of 2016, i would like to see it make a appearance in the shaft alterations for a mere 50k crys.

 

It would be most fair if it could be added back into the game as an alteration as of December 25 as a gift to all snipers in this game that would agree that its appearance would be wanted.

 

Thank you!  

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Going up front,  giving with the complaints i have the the removal of the "Shaft"s penetration shot" That allowed the shaft with a full charge shoot, would be able to shoot through one or more tanks behind the tank.

 

The shoot of course was critical to the first tank giving it a 1.7k hp shoot, following to a less hurting shoot for the tanks behind it. Giving this was removed of 2016, i would like to see it make a appearance in the shaft alterations for a mere 50k crys.

 

It would be most fair if it could be added back into the game as an alteration as of December 25 as a gift to all snipers in this game that would agree that its appearance would be wanted.

 

Thank you!  

With an addition to this, I would also like to see if it could be balanced into the alterations this comment would go to THE GAME MAKERS .

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With an addition to this, I would also like to see if it could be balanced into the alterations this comment would go to THE GAME MAKERS .

I think you are looking for the word "shot".  Not "shoot".

 

In any event, what are you proposing the "con" be?

Alterations are based on give and take.

 

Since you want to "take" back the penetration, what are you willing to "give" up on the shaft?

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