Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

These alts that I'm about to suggest will be similar and call for a new game mechanic. 

 

 

Alteration 1 ( Railgun ): Incapacitative Shells

 

This alt could make rail super different. 

"Replaces the depleted uranium with a modified nano-shrapnel projectile that cannot pierce

through multiple tanks but tears apart the protective systems of the target's module. To accommodate for 

modified ammuntion, the coils are recalibrated, resulting in the increase of reload time. "

 

+ Railgun can now knock-out a random module of a target's protection temporarily. This can only

target 1 module at a time. 

 

- Reload time increased by 50%, and penetration is removed. 

 

Alt 2 is for smoky. Its called "Fragmentary Ammo"

 

This acts similarly to my aforementioned alteration, except instead of utterly crippling

a module completely, it incrementally weakens a random module. This perk removes crit damage. 

This perk is activated each shot, but the initial damage of the round is cut in half, and reload takes twice as long. 

 

 

Available at M1, and the protection reduction is always 1%, and the max reductive total per module is 10%. 

 

Pros: Chips away at individual random modules. 

 

Cons: reduced reload, crit damage removed, initial damage reduced.

 

Tell what u think of these alts. I'll add more details on these mechanics soon. 

 

 

 

 

  • Like 1

Share this post


Link to post
Share on other sites

These alts that I'm about to suggest will be similar and call for a new game mechanic. 

 

 

Alteration 1 ( Railgun ): Incapacitative Shells

 

This alt could make rail super different. 

"Replaces the depleted uranium with a modified nano-shrapnel projectile that cannot pierce

through multiple tanks but tears apart the protective systems of the target's module. To accommodate for 

modified ammuntion, the coils are recalibrated, resulting in the increase of reload time. "

 

+ Railgun can now knock-out a random module of a target's protection temporarily. This can only

target 1 module at a time. 

 

- Reload time increased by 50%, and penetration is removed. 

 

Alt 2 is for smoky. Its called "Fragmentary Ammo"

 

This acts similarly to my aforementioned alteration, except instead of utterly crippling

a module completely, it incrementally weakens a random module. This perk removes crit damage. 

This perk is activated each shot, but the initial damage of the round is cut in half, and reload takes twice as long. 

 

 

Available at M1, and the protection reduction is always 1%, and the max reductive total per module is 10%. 

 

Pros: Chips away at individual random modules. 

 

Cons: reduced reload, crit damage removed, initial damage reduced.

 

Tell what u think of these alts. I'll add more details on these mechanics soon. 

Thats a really cool and wacky idea, lol, I like it! but I think it would be better as maybe a drone idea

Share this post


Link to post
Share on other sites

I fell pretty sure something like this has been suggested, but how about this alteration for rail.

 

                                                                             Blunt Ammunition

                              Special blunted ammunition allows the full kinetic energy potential to be released on one target.

                                                                          +75% knockback

                                                                          - No Penetrating damage

                                                                          - 10% damage

  • Like 1

Share this post


Link to post
Share on other sites

I fell pretty sure something like this has been suggested, but how about this alteration for rail.

 

                                                                             Blunt Ammunition

                              Special blunted ammunition allows the full kinetic energy potential to be released on one target.

                                                                          +75% knockback

                                                                          - No Penetrating damage

                                                                          - 10% damage

I actually like that, very realistic. But I don't think subtracting 10% damage is necessary, no penetration is balanced enough.

Share this post


Link to post
Share on other sites

I actually like that, very realistic. But I don't think subtracting 10% damage is necessary, no penetration is balanced enough.

That's what I thought, but if a bullet doesn't penetrate a target as much, it does less damage to it. For example, it I pump my pellet rifle 8 times and shoot a can, it shoots through both sides but doesn't knock it over. If I only pump it three times, it penetrates one side, and knocks it over. Less damage, but a more effective energy transfer which knocks it over. I suppose the idea for Railgun it different in that the energy isn't reduced, the shell is just redesigned instead.

  • Like 1

Share this post


Link to post
Share on other sites

two modifications for islada

arc cannon 

 

this modification swap the healing capabilities for a high power electric cannon. this cannon fires out a stream of lighting that can arc from tank to tank. shorting out supplies. 

pros

can hit multiple tanks, does increased damage, can be active for longer and deactivates supplies. 

cons:

cannot heal teammates. and has a longer recharge time.

 

vampire nanobots.

these nanobots do less damage but the can salvage armor from enemy tanks and use it to repair the user. though the system is not perfect it can only take 50% of the armor destroyed.

pro

lifesteal

con

low damage.  

Edited by tank_master_03

Share this post


Link to post
Share on other sites

Mines alterations

 

Easy, change the mines function.

 

Mines_look.png

 

All of these disable the stardard use for mines.

Napalm: Creates a fireball explosion to add a burning effect to all nearby enemies.

 

 

JUST A CONCEPT PICTURE

 

hqdefault.jpg

 

 

 

Ejector: No dmg but creates an impulse capable of flipping your tank, even if you use a Mammoth.

 

 

JUST A CONCEPT PICTURE

 

geiser.jpg

 

 

 

Trap: Traps your tank for some seconds.

 

 

JUST A CONCEPT PICTURE

 

bear-trap-drawing_csp11400701.jpg

 

 

 

EMP: Disables your turret for some seconds.

 

 

JUST A CONCEPT PICTURE

 

embp-blast-300x300.jpg

 

 

 

Riot: 75% less dmg but push your tank to another direction. (left/right)

 

 

JUST A CONCEPT PICTURE

 

80aJWN8.jpg

 

 

 

 

More soon :D

  • Like 7

Share this post


Link to post
Share on other sites

Interesting idea bcs it would bring some new tactics to the mines especially in esport but also in normal games, right now a lot of people doesnt use mines at all. But i dont think this will ever happen

Edited by govenier

Share this post


Link to post
Share on other sites

how jebaited would it be if they didnt even give magnum an alteration


 


instead loading all the easy to use spammy turrets with more overpowered trash


 


or better yet, give railgun a fourth alteration


 


if they dont give magnum shell stabilization then I am done with that turret


 


if they give magnum an alteration that makes it permanently fires at 100% I am done with it also


 


I am sick of the game taking a dump on my damage because of my high skill level


 


I have an m4 magnum on my legend account and I direct hit a freeze with no magnum module and got a 562


 


562 x 2 = 1124 which is lower than 1160 minimum damage and shots landing right next to enemies are like 700-900 sometimes 


 


I have been using striker a lot lately on my legend account and I hit walls or other tanks and the splash damage is equal to a direct hit


 


come on tanki quit taking a dump on me

Share this post


Link to post
Share on other sites

though my idea for an islada modification. let's just say it screams 

 

"INFINITE POWER!!"

 

if this modification comes to the game somebody will probably make that meme.

and If nobody does I will make it. it won't be the best but it will exist

Share this post


Link to post
Share on other sites

though my idea for an islada modification. let's just say it screams 

 

"INFINITE POWER!!"

 

if this modification comes to the game somebody will probably make that meme.

and If nobody does I will make it. it won't be the best but it will exist

that's way too much of a pro, and no cons

Share this post


Link to post
Share on other sites

honestly, I think removing the healing is a HUGE con. but if it's still unbalanced then how about -%50 range? if it needs more nerf then +10% recharge time. 

infinite energy is always going to be too much of a pro, that's why twins is so OP :/

Share this post


Link to post
Share on other sites

Make "Dragonbreath" Hammer alt flame more noticeable and last a bit longer

 

I bought the alteration I think it is pretty cool.

 

However, the flame not noticeable on the enemy tank unless the enemy takes like 3 shots right in the face without dying. The flame is decent but it also needs to last a teeny bit longer.

Share this post


Link to post
Share on other sites

It's 2 ticks of fire damage, totalling 600 extra HP of damage for every shot. Considering that one shot is just 1050 damage, that's a massive bonus on top of the default damage, so I doubt it requires any increase.

  • Like 4

Share this post


Link to post
Share on other sites

It's 2 ticks of fire damage, totalling 600 extra HP of damage for every shot. Considering that one shot is just 1050 damage, that's a massive bonus on top of the default damage, so I doubt it requires any increase.

Yes it is a lot, but you see Maf, the 2 ticks of 300 extra damage only happens with a shot in the face. Since they drastically decreased the accuracy of the turret, I think the best compensation is to still give us at least 1 tick of burning with a kinda ranged shot.

But at least make the opposing tank red, they just stay the same color right now, which is just dissatisfying. 

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...