Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

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 

seems a bit tooo powerful, or over-powerful

Share this post


Link to post
Share on other sites

roilgon olterashon m8

name: Gamma-Ray

 

+  Shots go through walls

-  No vertical aim assist

  • Like 2

Share this post


Link to post
Share on other sites

Hi Folks,

 

I am sorry if I am in wrong forum, but I would like to suggest something regarding PROTECTION modules.

I was doing some micro upgrades from M0 to M1. However, when I completed micro upgrades to M1, I can not buy and proceed further without direct investment to M2 (100k crystals). In other words, I have achieved level 15 but cannot buy level 16 ... only to go directly to M2.

Please fix this as I can continue with micro upgrades accordingly.

Thanks

Share this post


Link to post
Share on other sites

Striker suggestions


 


An alteration for striker:


#1


 


-decrease lock time for a salvo


-decrease damage per shot 


 


the % may vary, to the dev team to decide, but would be nice to not spend 3+ seconds locking (because everyone knows 3+ seconds is plenty of time to hide) but now to spend 2.5 or something like that to lock a target. Of course the amount of damage per missile would decrease (the team decides how much of each thing)


 


Alteration #2:


 


-make striker aim at the center 


-reduce damage per shot (orrrrrr lose splash damage)


 


this comes because of two things: 1. striker is hard to play locking objectives, then most of your shots will be individual shots (not salva). and 2. striker fires one 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 targets


-lose salva ability


-increase reload time of single missle (because there will be not salva)


 


This alteration is NON COMPATTIBLE with the #2 i suggested.


 


in here, ALL missiles will hit the target, but is just 1 missile at a time, and cannot fire the 4 missiles the same time. 


 


still some enemies can hide, but the target hitting percentage will increase, not the same as the damage %, because remember, is just 1 missile at the time


 


 


There are 4 alterations, but I suggest that #2 and #4 are mutually exclusive


 


Please help me to improve these ideas


  • Like 1

Share this post


Link to post
Share on other sites

 


It is indeed better if posted in there but even in here it is fine since we merge topics to these category topics after few days to let the topic owner receive and get some feedback from the players. :)

 

 


Topic merged.

Share this post


Link to post
Share on other sites

the whole making striker aim to center thing you guys got going on, I dont think is a good idea, the whole point of the Striker is to have 2 barrels, so you can peek-and-shoot, it also makes aiming it a fun challenge. I agree striker does need some alts, but I dont think that one is the way to go, all the others listed above have alot of potential  ;) (its about time the devs took a look at some of our ideas)


#StrikerNeedsAlts


#MagnumNeedsAlts


Edited by Aigaion

Share this post


Link to post
Share on other sites

Ideas for Alterations for Magnum: 

 

150px-Turret_magnum_m0.png

Armor-piercing Ammo -

  • Splash damage removed
  • Self-damage removed

Energy Accelerators -

  • Increased impact force
  • Increased recoil
  • Reduced damage

Blast Shields -

  • Self-damage taken is heavily reduced
  • Can only aim in between angles of 15 and 30

Share this post


Link to post
Share on other sites

Striker - Sniping mode [M3]

 

Plus.png Sniping mode added (no laser) 

Minus.png Targeting mode removed 

Plus.png Range: +60% 

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

Minus.png Aiming time: +25% 

 

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.  -_-

My old one, worth reposting..?

Also, with different rockets of long range..

Edited by r_Kirby4

Share this post


Link to post
Share on other sites

 

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)

 

forgot to mention that firebird protection works agenst the Thermobaric afterburn

Edited by Aigaion

Share this post


Link to post
Share on other sites

Railgun:

 

M2: Expert Mode

 

Completely removes the automatic targeting system for the turret. But increases damage, impact force, and slightly improves rotation speed, as well as reduced reload speed. This makes it significantly harder to wield the turret and use it effectively. And will make it nearly impossible to shoot enemies at different elevations. Equipping this alteration will also negate the effects of other alterations equipped. So you can't equip any other alteration along side this one.

 

Pros

- Increases damage significantly 

 

- Increases impact force immensely

 

- Decreases reload speed  considerably

 

- Increases turret rotation speed

 

Cons

- Removes Auto-Aim

 

- Impossible to equip any other alteration with it

 

M2: Death Charger

 

Turns Railgun into an uncontrollable Death Star. The brief charge-up delay is 3 times longer. And during the charge-up delay, the turret starts generating immense amounts of recoil and starts pushing the hull back, and swaying it to the right and left which makes it nearly impossible to aim properly thus reducing the chance of landing a hit on an enemy. Thankfully, the maximum damage is increases by 60%, although the minimum damage is left untouched. Meaning that you can still get an unlucky shot by chance. The reload speed is only slightly increased, and the rotation speed is slightly reduced too.

 

Pros

- Maximum damage is significantly increased

 

- Impact force is significantly increased

 

- Epic sound during charge-up delay

 

 

Cons

- Reload speed is slightly increased

 

- Turret rotation speed is slightly reduced

 

- Recoil is immensely increased

 

- Chance of an unlucky shot

 

 

 

 

 

 

Share this post


Link to post
Share on other sites

I guess noboby noticed the m3 alteration slot disappear in the garage. There will be no m3 alterations. high caliber ammo for railgun should be an m3 alt so we have the ability to prepare so we dont get one shotted by a alt railgun kit buying warrent officer 5 that upgraded the railgun to 6, 7, 8, 9 or all the way to 10/10 m2

 

Also the idea I have seen in the other posts for magnum incinderary ammo is really really really stupid. 

 

Just give me a shell stabilization alt for magnum and for striker the ability to turn off the lock on, so I can hold the button down just like railgun, thunder, smoky, hammer, and all the other noob gun plasma spamming trash with too much impact force

  • Like 1

Share this post


Link to post
Share on other sites

Hello Developers of Tanki Online! I have an idea for an alteration for isida... It goes as following... the new alteration for isida is a complete revamp of the normal isida and it is as following... The isida's alteration is : The Stunner. Introducing the stunner! This new alteration for isida is very powerful for team matchs but is almost useless in DM. It goes as following... The stunner uses the same stats as the normal isida but instead of healing or reducing enemy tanks to rubble it fires an electric beam that stuns enemy tankers in place... they cannot move or shoot. This weapon also has the same range as the isida. This weapon is used to hold very heavily armored tanks (aka Godmode_ON) in place while another tank finishes the job. However the stunned tanker can still use supplies. The stunner does no damage however points are rewarded for holding the enemy in place and if a tank is stunned by a stunner and another tanker kills the stunned tank both the stunner and the tanker who kills get the kill. this means stunner can still get kills ( in the way of sharing kills ). Stunner is still like its isida counter part and can boost its teammates with its new ability to overcharge the engines! This ability is very useful for chasing missions like chasing a flag stealer. The Stunner can overcharge its teams engines causing the engines to go speeds faster than a normal speed supply drop! ( aka 1.5 more faster than a normal speed box ). This gun also has a special effect in which if two stunners stun one tank the tank will start to overheat and die. This is then initate an explosion that will destroy any tank nearby in 5 seconds. SO RUN WHILE YOU CAN!!!. Also the Stunner is an alteration for the normal isida and can be bought for 1000 crystals. UPGRADES WITH YOUR NORMAL ISIDA. FOR PEOPLE DONT WANT A NEW ALTERATION/TURRET TO SPEND ALL THEIR CRYSTALS ON. Thank you if you read this and if you dont i dunno.

Share this post


Link to post
Share on other sites

RailGun alt idea, no need to take seriously, just a random thought

 

this alteration lets some back-force energy escape through the rear, contracting the weapons forward recoil, the pieces taken out of the back mean the gun is more lightweight, so the turning gearing can be increased, the down side is the shell is modified so it slips through armor without creating any kinetic energy

 

+NO recoil

+more rotation speed

 

-NO impact force

Edited by Aigaion

Share this post


Link to post
Share on other sites

Magnum alteration Hooorayy!! :)  :) 

 

I spend about 3 hours to think the alts now see what is my ideas.

 

 

First alt (m1 alt): Rotate to the right and the left, remove up and down effect Note: the magnum rotate will stopped in 25* so that like all turrets but the magnum bomb drops down

 

 

 

Second alt(m2 alt):20% demage, 30% reload time. 

 

 

If you like my alts please push the button ( Like This) 

 

 

Have good luck. :P  :P 

Share this post


Link to post
Share on other sites

Alterations:


Striker

I.)  Short-Range Rockets:  Shoots two rockets consecutively to deal with nearby enemies   # 1,2, reload, 1,2, reload... between 1 & 2: the usual                                                                                                                                                           0,25 seconds as delay

                                           Damage -40%  (two rockets will still deal 2*0.6 = 1,2 = 120% damage, so it's a +20% dmg boost)
                                           Range drastically reduced
                                           (Salvo mode disabled ?)


Magnum

I.) High-Velocity Rounds: Increases the speed of Magnum's projectiles, but reduces its splash by an amount.
                                                    Projectile Speed: +30%
                                                    Splash: -30%                         (I might rethink this one, though)


II.) Pinpoint System: Increases Magnum's damage significantly, but reduces the Splash Radius by 90% (to 1.5 meters... or maybe even 1m), can (*sometimes*) one-shot heavy hulls

                                             Damage: +100%
                                             Splash: -90% / -95%             
                                             Reload Time: +10%       (Maybe the projectile speed could be reduced as well, so that heavier hulls also                                                                                      have a  chance of escaping)     


EDIT: Just an addition:

M0 Alterations (purely cosmetic)

After having fully micro-upgraded a turret to max (10/10), you can change it's shot appearance. E. g.:  Railgun M2 fires a purple shot, but if you MU'd it to M3 (M2+) you unlock the particular M0 Alteration for it. This allows you to change your shot into an orange one, as the Railgun is basically M3.
So there are at least four M0 Alterations, each being a refelction of the next modification level's shot.

An fully MU'd M3 Railgun (20/20) would also get a cosmetic change, as far as it's shot is concerned. For instance, it could be a stronger orange colour or it might even be a colour close to red
Adding another cosmetic change at M3 (10/20) would result in a maximum of five color modifications.


What do you think of these ideas ?

Edited by T879

Share this post


Link to post
Share on other sites

Striker alteration. Lock on to anything and fire salvo. so the ability to loose 4 rockets at anything enabling the use of splash damage in a salvo. obviously the rockets will just fire straight. 

 

​Here's a thought. how about making the striker auto aim work? I'm sick of watching my rockets sail harmlessly directly over enemy tanks.  

  • Like 1

Share this post


Link to post
Share on other sites

For shaft:

( M2 ) Light bullet / Projectile Speed Increase / Penetrative Caliber: +  The bullet light and fast so it can go trough the tanks and can damage up to 3 tanks, AND +20% reach both upwards and downwards.

                                                                                                  -  +5O% reload time, -5O% turret rotation speed, -40% min. damage.

 

For magnum:

( M2 )  Calculated precision: + Added Guide of how the bullet goes.

                                          - Splash damage removed / Splash area decreased by 75%

( M1 ) Reworked Handling: + Can rotate turret to left and right.

                                        -70% turret rotation speed both up and down & right and left, +50% reload time.

 

 

By the way, i always hated the fact that if i fully upgrade a turret from M1 to M2, i have to wait to reach that specific rank to get the M2 skin. Until i dont get that i cant use M2 alterations. :angry:

Edited by Jeges-Masina

Share this post


Link to post
Share on other sites

another random striker alt idea, a multiple missile system, shooting 2 rockets at once, but the individual rocket will be 1/2 dmg as a standard one we know today, the rockets will shoot from both barrels at once, the down side is turret rotation is slowed down cos of the wight of more missals, lock on mode will release 8 small missials, just like in arcade mode, 1/2 standard dmg each rocket, tho the blast wave will be unaffected 

Edited by Aigaion

Share this post


Link to post
Share on other sites

If Striker's missiles became completely homing missiles or were ridiculously on target all the time, there would be no requirement for skill used with Striker, you could just fire continuously and damage enemies. It would be too powerful.

I'm not expecting them to be homing missiles but all the other turrets have a vertical auto aim, so if you aim directly at the target buy it's higher  or lower than you but within allowed parameters the shot will hit the target. 

 

I've seen so many missiles sail over or land in front of other tanks that I know I'm aiming directly at because I've touched them with the laser I've lost count.  I loosed 6 missiles at a Viking coming towards me that with any other turret would have been 5 hits and the missiles missed him high every time. 

 

I enjoy the skillful side of it but getting my but kicked constantly because of misses that should be hits, and doing more damage to myself then the enemy means that unless I'm super hidden sniper on a huge map I just get constantly killed by close range turrets I can't defend against. I don't even bother trying now I just let them kill me as there is no point fighting back.

 

Do you think I'll be able to get a refund? I could buy Twins MU to the max Alt it up and just wander around like all the other slack jawed cheeto covered vest wearing morons with my big fat thumb jammed on the space bar. That way I might be able to do better than last every time on the ****ty MM games. 

 

Remove striker from the game and give everyone lumbered with this piece of crap freeze as compensation so we can win games without really trying.

  • Like 1

Share this post


Link to post
Share on other sites

M2 alteration for Twins

 

+ Ricochet bounce effect 

-  -25% damage

 

Idk if that is balanced tho  :D

 

 

That is really unbalanced. Twins and Richocet have small but important differences. Like Richocet has different reload mechanic, while Twins has ,,no reload time,, .   If you add bounce to twins it will be the same as ricochet because of the bounce and the reloading difference between the 2 turrets gives Twins more advantage.   That little -25% damage wont balance it at all.  But nice idea, i like it, but its unbalanced.... ( in my opinion of course )

Share this post


Link to post
Share on other sites

That is really unbalanced. Twins and Richocet have small but important differences. Like Richocet has different reload mechanic, while Twins has ,,no reload time,, .   If you add bounce to twins it will be the same as ricochet because of the bounce and the reloading difference between the 2 turrets gives Twins more advantage.   That little -25% damage wont balance it at all.  But nice idea, i like it, but its unbalanced.... ( in my opinion of course )

Yes, you might be right. It may need some more cutdown on the damage. We could consider inflicting self-damage due to rebounces as well tho (like Rico). I haven't calculated it through but I think the dps should be around in the middle between Rico and Twins. Twins needs more damage because its aiming is less exact compared to Rico.

 

But it would be fun in the total chaos of shot bounces  :D

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...