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Change the Freeze alteration , why ? 

 

All alterations seems fine , but the Freeze alteration weak and here the most important reason : 

 

1.Freeze Alteration do removing the effect of freeze . but all tanki players using freeze for this ability (effect of freeze ) 

2. Only 10% increased ,  I think Iseda still doing better damage without Alteration :P . 

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Change the Freeze alteration , why ? 

 

Topic merged

 

You explained why, but should also say how exactly you want it to be improved.

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Im not sure if its been suggested before but i think a nice alteration for striker would be to have 2 extra rockets im not sure what the negative side of it could be. but its a bit annoying having to fire 2 extra single shots to get a kill after a barrage :) 

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Im not sure if its been suggested before but i think a nice alteration for striker would be to have 2 extra rockets im not sure what the negative side of it could be. but its a bit annoying having to fire 2 extra single shots to get a kill after a barrage :)

wat

 

 

how in the world could this rude annoying chat spammer become a battle mod + chat mod?? :blink: :blink: :blink:

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Im not sure if its been suggested before but i think a nice alteration for striker would be to have 2 extra rockets im not sure what the negative side of it could be. but its a bit annoying having to fire 2 extra single shots to get a kill after a barrage :)

What is your avatar? A pilot?

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It has been more than one year later since their release and still no alterations for magnum or striker? Come on hurry up, its pretty obvious what alterations are wanted:

 

magnum shell stabilization

 

and turn off strikers lock on system thing so I don't have to keep spamming the shoot button to do arcade shots 

 

I guess the only turrets anybody care about are railgun, noob gun twins and firebird. Railgun has three alterations, come on already

 

also I think the twins alteration "stable plasma" is stupid. For an already over powered damage, impact force, dumb rapid firing and infinite energy turret, you took away the only negative effect of noob gun twins so all the unskilled bullet spamming trash can keep ramming all they want. 

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It has been more than one year later since their release and still no alterations for magnum or striker? Come on hurry up, its pretty obvious what alterations are wanted:

 

magnum shell stabilization

 

and turn off strikers lock on system thing so I don't have to keep spamming the shoot button to do arcade shots 

 

I guess the only turrets anybody care about are railgun, noob gun twins and firebird. Railgun has three alterations, come on already

 

also I think the twins alteration "stable plasma" is stupid. For an already over powered damage, impact force, dumb rapid firing and infinite energy turret, you took away the only negative effect of noob gun twins so all the unskilled bullet spamming trash can keep ramming all they want.

 

 

 

Keep your pants on, the devs are working on HTML5, matchmaking system, and mobile version for the game. Maybe you should spend more time in the forum to understand what's happening. :)

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Alteration ideas for Magnum:

 

Siege mode:

After setting up a power level you could fire with the same settings by pressing space for a short time (like arcade mode for shaft) but it would take longer to set up a power level (easier to set power level  but disadvantage in close combat situations) and slower reload.

 

Cluster shells:

Deals the same damage everywhere in it's range. (No higher damage when hitting a target directly but equal damage everywhere in the range of explosion).

 

Assault gun:

Quicker reload, faster power chargeup but significantly smaller range of splash damage. (Colse combat setup)

Edited by zoli11111
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Alteration idea for Firebird:

 

Napalm:

Firebird could light the ground on fire for a short period of time, putting burning effect on tanks passing trough the flames. Once activated, this perk would keep the weapon firing until all it's fuel is used up. After emtying all its fuel players would have to wait until it fully reloads to be able to fire again. Then the perk would have to recharge too.

 

A less cool but simplyer execution is modifying the zero supply ability so it puts burning effect on enemies instead of the powerups on friends.

 

Alteration idea for Freeze:

 

Frozen ground:

Same as above with the firebird but with the slowing effect. Another possibility is if a tank interacts with the affected piece of ground is making the ground slippery so a fast tank would loose control over its direction of movement (sliding towards the direction from witch he entered the frozen area).

 

 

 

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Alteration idea for Firebird:

 

Napalm:

Firebird could light the ground on fire for a short period of time, putting burning effect on tanks passing trough the flames. Once activated, this perk would keep the weapon firing until all it's fuel is used up. After emtying all its fuel players would have to wait until it fully reloads to be able to fire again. Then the perk would have to recharge too.

 

A less cool but simplyer execution is modifying the zero supply ability so it puts burning effect on enemies instead of the powerups on friends.

 

Alteration idea for Freeze:

 

Frozen ground:

Same as above with the firebird but with the slowing effect. Another possibility is if a tank interacts with the affected piece of ground is making the ground slippery so a fast tank would loose control over its direction of movement (sliding towards the direction from witch he entered the frozen area).

And to mark my comeback to the forums after a 1.5yr vacay, I come to see an idea to add an alt called Napalm to firebird....

 

You realize Firebird FIRES napalm, right? It's in the description?

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So, after a long time off, I have no clue what game balance looks like right now, but I don't care! I have ideas to squeeze out of my brain.

 

Smokey: Cannonade. Turns Smokey into a machine gun B)

Reload: -50%

Damage: -25%

Range: -10%

 

Thunder: CAPS (Chemical Armor Penetrators[Not to be confused with HEAT]). Long range shells with condensed explosive filler designed to penetrate armor. Good for long range operations.

Reload: +5%

Damage: +10%

Range: +100%

Splash radius removed

 

Firebird: Compression Tanks. Allows Firebird to fire for twice as long; however, heating rate is reduced by 300% because of compressed napalm jelly.

Energy: +100%

Heating rate: -300%

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One idea i have for an alteration is for both Vulcan and Shaft to lose the laser, i feel this would be a great M3/4 alteration.

Twins never used to have self damage but now we have to pay to get it removed in the form of an alteration so why can't Shaft get it's laser removed? After all it never used to have one and as Vulcan was introduced with a laser and to make it fair its M3/4 alteration could be the same

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One idea i have for an alteration is for both Vulcan and Shaft to lose the laser, i feel this would be a great M3/4 alteration.

Twins never used to have self damage but now we have to pay to get it removed in the form of an alteration so why can't Shaft get it's laser removed? After all it never used to have one and as Vulcan was introduced with a laser and to make it fair its M3/4 alteration could be the same

Striker*

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Keep your pants on, the devs are working on HTML5, matchmaking system, and mobile version for the game. Maybe you should spend more time in the forum to understand what's happening. :)

You have to admit Striker does need an alteration - it kinda sux.

 

 

Magnum M3&M2 Alteration

 

M2: Low Density Explosive, 

-5% Damage 

​+Blast Radius Increased 5m

 

M3: Thermobaric Shell

-When the shell hits something, there will be a 1.2 second explosion delay

+Blast Radius Increased 0.5m

+An after-burn affect, akin to that of A "FireBird" for 2.5 seconds

(to all enemy tanks caught in the blast)

First of all Magnums Splash radius is already too large.  If you are going to increase it more the cost needs to be way higher. -25% damage at the minimum.

 

M3...

what is your definition of "something"? 

And how is that a negative if you are including the ground?  Just keep lobbing shots near a flag... instant points.

How do players avoid this area?  How is it marked?

What exactly will this after-burn do?

 

Alterations are supposed to make the turrets different, not more powerful.  So your "negatives" really need more work.

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You have to admit Striker does need an alteration - it kinda sux.

 

First of all Magnums Splash radius is already too large.  If you are going to increase it more the cost needs to be way higher. -25% damage at the minimum.

 

M3...

what is your definition of "something"? 

And how is that a negative if you are including the ground?  Just keep lobbing shots near a flag... instant points.

How do players avoid this area?  How is it marked?

What exactly will this after-burn do?

 

Alterations are supposed to make the turrets different, not more powerful.  So your "negatives" really need more work.

something, means a tank or map, anything, the negitive is the fact that the shell will be visable on the ground, light tanks should be able to drive far enough away, once they see a shell land. the afterburn will harm them just like that of a firebird, deal small, decreasing amounts of damage for the listed time, thx for the feedback, ive changed it

Edited by Aigaion

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something, means a tank or map, anything, the negitive is the fact that the shell will be visable on the ground, light tanks should be able to drive far enough away, once they see a shell land. the afterburn will harm them just like that of a firebird, deal small, decreasing amounts of damage for the listed time

IMO it does not seem like even trade-off. 

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Magnum M3&M2 Alteration

 

M2: Low Density Explosive, 

Less powder charge means less damage, but also lets the explosive
spread over greater distance, resulting in bigger blast Radius, less space in the shell means the skin can be made slightly thicker, adding more wight and punch.

 

 

-15% Minimum Damage 

  -15% Maximum Damage

​     +Blast Radius Increased 5m

+5 Impact Force 

 

M3Thermobaric Shell

Standard powder explosive, is replaced with highly-flammable gas, which as soon as it lands, needs a small amount if time to mix the fuel with the surrounding air, than igniting it. resulting in a large napalm of fire, the enemy will be affected with an after-burn, like that of a Firebird for a short time, due to the high temperature of the explosion.

 

-When the shell hits the ground, or an enemy, there will be a 1.5 second

explosion delay

+An after-burn affect, akin to that of A "FireBird" for 3.0 seconds

(to all enemy tanks caught in the blast)

 

*​Please don't take my alteration idea, or just give me credit if you use the idea*

 

-(note* Thermobaric Shell Alteration will also have a new blast visual, more like a napalm than a powder charge explosive, low density alteration's blast visual will be adapted to the lager explosion)

 

Edited by Aigaion
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Striker M2 Alterations


 


M2:  Tactical Homing


 


Cruse Missile settings are installed, including modified tracking mechanics, and high-performance rocket motors, increasing homing accuracy and missile speed, lock-on time is increased due to precision machinery,

 


 


+0.5 lock-on speed 


+ Missiles can track enemies with much more accuracy 


(salvo mode only)


+50 Maximum projectile speed (salvo mode only)


 


 


 


M2: Advanced Vertical Tracking


Changes specifically to vertical missile behavior are implemented, more powerful trackers are installed, with more advanced aim assist computers, resulting in an improvement to vertical auto-aim, the let down is the weight of the modification, which slows down the gearing to turret rotation.

 


 


-2.5 Turret rotation speed (all modes)


+1 degree in upwards auto aim (single shot only)


+2 degrees in downward auto aim (single shot only)

Edited by Aigaion
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Same idea as Aigaion but better...

 

Magnum alteration: Napalm Strike

 

  • -30% damage
  • Instantly burns tanks on impact and in radius of the blast and deals 100 damage each second
Edited by farikonoob

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Some alterations for turrets could include very slight level of special abilities of other turrets.

 

Thought out, yet rough ideas here. I did NOT think the values through properly.

 

All turrets should also have alteration indicators next to them in battle, or have different visual effects.

These M3 Alterations, if implemented, should be displayed next to a player's nickname in TAB Menu as well.

 

 

RAILGUN: Fast Scope OR Laser Aim (shaft like effect)

 

quick and precise aiming on holding space

more damage with scope (not more than the normal max damage)

more impact force with scope

 

WILL HAVE A LASER (light blue/deep blue/purple/golden/white depending on M0/M1/M2/M3/XT)

NO PENETRATING ON LASER/SCOPE SHOTS

•  Normal Railgun Delay in scope/laser mode, light hulls can easily dodge

-10% Max Damage, -10% Min Damage (normal shots)

 -5% Penetrating Power (normal shots)

•  Long Charging Time in laser/scope mode

 

 

 

RICOCHET: Chemical Destabilization (smoky like random critical hit)

 

• Critical Hit Chance (about 10%)

• 2x Damage on Critical Hit

 

• -15% Normal Damage

 

 

SHAFT: Long Range Penetrating Shells (railgun like effect)

 

NON Scope shots have railgun like penetrating power

Scope shots - added moderate penetrating power (about 50%)

 Greatly increased range

 

reduced max and min damage in scope and quickshot mode

increased reload time

 

 

ISIDA: ElectroMagnetic Pull (freeze like effect on enemies)

 

• limited slowdown effect on enemies

  - If say Hornet M4's manuvering speed is 150.0 

    and normal speed is 11.50, it'll slow down to 

    140 and 11.10 when Isida is attacking with the alteration.

 

• directional turret rotation slowdown

  - If the Isida is attacking exactly from behind 

    and the victim's turret is exactly in front, 

    it'll be very difficult to turn for the victim

 

  - BUT if the victim's turret is facing where the isida is attacking from,

    it will be turned towards the isida and make it easier for the victim to counter attack.

 

• more energy consumption while attacking

 

 

SMOKY: Explosive Shells (thunder-like effect)

 

• explosive effect on every shot

• small range explosions

• huge explosions on critical hits

 

• low explosive damage (reducing exponentially with distance)

• max critical damage reduced

 

 

FIREBIRD: Corrosive Fuel (freeze like slowdown effect)

 

slowdown effect (tank tracks melting due to heat)

 

limited slowdown

maximum temperature -25%

heating damage -10% per second

 

 

TWINS: Perfect Plasma Stabilization (ricochet like bounce effect)

 

• bounce effect added

 

• bounced projectiles have low damage (30% of normal damage)

• range of bounced projectiles is very low

• normal damage reduced by 20% per shot

 

 

FREEZE: Acidic Mix (firebird like after-damage)

 

• afterdamage added

 

• very slight damage to ANY tank which touches the affected tank

 

• slowdown effect moderately reduced

• very low after-damage

 

 

HAMMER: Double Barrel Shotgun (twins like effect)

 

• total number of shells doubled

 

• one shell shoots diagonal bottom-left, the other shoots diagonal bottom-right for more impact when enemy is in front (auto aim)

 

• greatly improved auto aim (upwards/downwards)

 

 

• maximum range reduced

• two shells fire at once

• damage per shell -50%

• effect of double damage is 1/4th per shell

 

 

STRIKER: Vertical Homing Missiles (magnum like rocket paths)

 

• locked on fired rockets follow arial paths for extremely difficult escape

 

• easy to dodge by being under anything

• normal rocket reload time increased by 25%

 

 

MAGNUM: 

 

1. Flaming Projectiles (Firebird-like after damage) [same as some people suggested]

 

• burn damage

 

• burn effect reduces greatly with distance of victim from where the shot hit

• burn effect is very slight

• range same but normal damage also reduces greatly with distance of victim where the shot hit.

 

 

2. Electrocuted Projectiles (freeze like slowdown)

 

• slowdown effect added

 

• same negative effects as flaming projectiles

 

 

WARNING:

1. All these alterations must be VERY SLIGHT. 

2. The turrets should still feel like themselves even when these alterations

 

 

Other Alterations [M1 / M2]

 

 

RAILGUN: Optimized Charging Caliber (less charging time before finally shooting, less damage)

 

• delay which is between pressing shoot and the gun actually shooting is reduced by 25%

• overall damage reduced by 20%

 

 

ISIDA: Electromagnetic Healing Speedup

 

• one third or two third of speed boost effect on healing allies

 

<=||=> Has no effect on enemies.

 

• uses slightly more energy when contacting a full health ally with isida

• uses a lot more energy when healing an ally

 

 

STRIKER: Three Quarter Lock-On

 

• lock on time reduced by 25%

 

• only three rockets fired on full lock on

• reload time after lock on increased

 

 

VULCAN: Powerful Gunpowder

 

• a lot more impact force

• self heating damage greatly increased

 

 

MAGNUM: Heavy Projectiles

 

• a lot more impact force (can easily flip light hulls)

• range of damage increased

 

• rapid power up time (difficulty in specific power combinations and due to heavy load on the spring)

• reduced overall projectile range (due to weight)

Edited by Captin_XLAB

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Some alterations for turrets could include very slight level of special abilities of other turrets.
 
Thought out, yet rough ideas here. I did NOT think the values through properly.
 
All turrets should also have alteration indicators next to them in battle, or have different visual effects.
These M3 Alterations, if implemented, should be displayed next to a player's nickname in TAB Menu as well.
 
 
RAILGUN: Fast Scope OR Laser Aim (shaft like effect)
 
quick and precise aiming on holding space
more damage with scope (not more than the normal max damage)
more impact force with scope
 
WILL HAVE A LASER (light blue/deep blue/purple/golden/white depending on M0/M1/M2/M3/XT)
NO PENETRATING ON LASER/SCOPE SHOTS
•  Normal Railgun Delay in scope/laser mode, light hulls can easily dodge
-10% Max Damage, -10% Min Damage (normal shots)
 -5% Penetrating Power (normal shots)
•  Long Charging Time in laser/scope mode
 
 
 
RICOCHET: Chemical Destabilization (smoky like random critical hit)
 
• Critical Hit Chance (about 10%)
• 2x Damage on Critical Hit
 
• -15% Normal Damage
 
 
SHAFT: Long Range Penetrating Shells (railgun like effect)
 
NON Scope shots have railgun like penetrating power
Scope shots - added moderate penetrating power (about 50%)
 Greatly increased range
 
reduced max and min damage in scope and quickshot mode
increased reload time
 
 
ISIDA: ElectroMagnetic Pull (freeze like effect on enemies)
 
• limited slowdown effect on enemies
  - If say Hornet M4's manuvering speed is 150.0 
    and normal speed is 11.50, it'll slow down to 
    140 and 11.10 when Isida is attacking with the alteration.
 
• directional turret rotation slowdown
  - If the Isida is attacking exactly from behind 
    and the victim's turret is exactly in front, 
    it'll be very difficult to turn for the victim
 
  - BUT if the victim's turret is facing where the isida is attacking from,
    it will be turned towards the isida and make it easier for the victim to counter attack.
 
• more energy consumption while attacking
 
 
SMOKY: Explosive Shells (thunder-like effect)
 
• explosive effect on every shot
• small range explosions
• huge explosions on critical hits
 
• low explosive damage (reducing exponentially with distance)
• max critical damage reduced
 
 
FIREBIRD: Corrosive Fuel (freeze like slowdown effect)
 
slowdown effect (tank tracks melting due to heat)
 
limited slowdown
maximum temperature -25%
heating damage -10% per second
 
 
TWINS: Perfect Plasma Stabilization (ricochet like bounce effect)
 
• bounce effect added
 
• bounced projectiles have low damage (30% of normal damage)
• range of bounced projectiles is very low
• normal damage reduced by 20% per shot
 
 
FREEZE: Acidic Mix (firebird like after-damage)
 
• afterdamage added
 
• very slight damage to ANY tank which touches the affected tank
 
• slowdown effect moderately reduced
• very low after-damage
 
 
HAMMER: Double Barrel Shotgun (twins like effect)
 
• total number of shells doubled
 
• one shell shoots diagonal bottom-left, the other shoots diagonal bottom-right for more impact when enemy is in front (auto aim)
 
• greatly improved auto aim (upwards/downwards)
 
 
• maximum range reduced
• two shells fire at once
• damage per shell -50%
• effect of double damage is 1/4th per shell
 
 
STRIKER: Vertical Homing Missiles (magnum like rocket paths)
 
• locked on fired rockets follow arial paths for extremely difficult escape
 
• easy to dodge by being under anything
• normal rocket reload time increased by 25%
 
 
MAGNUM: 
 
1. Flaming Projectiles (Firebird-like after damage) [same as some people suggested]
 
• burn damage
 
• burn effect reduces greatly with distance of victim from where the shot hit
• burn effect is very slight
• range same but normal damage also reduces greatly with distance of victim where the shot hit.
 
 
2. Electrocuted Projectiles (freeze like slowdown)
 
• slowdown effect added
 
• same negative effects as flaming projectiles
 
 
WARNING:
1. All these alterations must be VERY SLIGHT. 
2. The turrets should still feel like themselves even when these alterations
 
 
Other Alterations [M1 / M2]
 
 
RAILGUN: Optimized Charging Caliber (less charging time before finally shooting, less damage)
 
• delay which is between pressing shoot and the gun actually shooting is reduced by 25%
• overall damage reduced by 20%
 
 
ISIDA: Electromagnetic Healing Speedup
 
• one third or two third of speed boost effect on healing allies
 
<=||=> Has no effect on enemies.
 
• uses slightly more energy when contacting a full health ally with isida
• uses a lot more energy when healing an ally
 
 
STRIKER: Three Quarter Lock-On
 
• lock on time reduced by 25%
 
• only three rockets fired on full lock on
• reload time after lock on increased
 
 
VULCAN: Powerful Gunpowder
 
• a lot more impact force
• self heating damage greatly increased
 
 
MAGNUM: Heavy Projectiles
 
• a lot more impact force (can easily flip light hulls)
• range of damage increased
 
• rapid power up time (difficulty in specific power combinations and due to heavy load on the spring)
• reduced overall projectile range (due to weight)

 

:wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:  :wub:

cooool

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An alteration for striker:

 

-decrease lock time for a salvo

-decrease damage per shot 

 

lets take a M3+ with max 970 damage per missile and 3880 in salvo, so withthe alteration, both numbers decrease, and instead of lock tage in 3 seconds, can be 2 seconds. it is a 33% decrease in lock time and 33% decrease in damage per shot, resulting in max salvo damage of 2k. Or it can be 20% or 25%, doesnt matter

 

the idea is to decrease lock time and decrease damage per shot

 

Alteration #2:

 

-make striker aim at the center 

-reduce damage per shot (orrrrrr lose splash damage)

 

this comes because 2 things: 1. striker is hard to play locking objectives, then most of your shots will be individual shots (not salva). and 2. striker fires 1 missile on the left and next one on the right, BUT both missiles have different aims, different directions

 

what i intend with this alteration, is to make left and right missiles to strike at the center. so hitting space bar will make missiles go to the same spot, and not splitting left missile to the left and right missile to the right

 

 

Alteraton #3

-lose self splash damage

-lose splash damage to enemies (kind of a perforing missile)

 

self explanatory

 

Alteration #4

 

-auto lock target

-no salvo, just 1 missile at a time

-longer reload time

-exclusive or non compatible with alteration #2

Edited by davidvpcol
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