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Maf
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Penetration is the unique ability of Rail. If it was removed, Rail would officially become useless.

 

If devs added penetration alt for Shaft, the damage would be reduced by ~10%. A very specific gameplay would be needed for such alt.

Not necessarily, the game already has the compatibilities to add this alteration. It may not be a favorite but it is a good addition.

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I enjoyed using it immensely  Yes it was quite potent.

 

But I don't think a 50% DPS cut is the answer - it's too much.  But by same token - it should not get 50% vampirism either.  20% to 30% range with some DPS reduction might work out ok.

 

I'm in for that.

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Is this not already the case?  I mean.. up to 50% or something?

I don't know. I'm in battles where I am usually the only Shaft or others are keeping the beam hidden. I've never seen a Shaft beam materialize. I'll have to ask a Shafter to show me.

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Alt for magnum

 

If we shoot ourselves we will heal

Damage decrease 50%

 

Alt for firebird

When u fire u damage urselves but heal all the members in his team (aaallll)

Damage decrease 100%

 

 

Freeze's alt

When u fire u freeze all the foes (enemy)

But damage ur selves and nearby enemues (or teammates)

Damage decrease 100%

 

Alt for striker if u shoot the wall all the walls will start burning and whoever touches it will instantly die

 

Dame decrease 99.9%

 

Alt for rail

Name ricoil (rico+rail)

The beam will bounce

Damage increase 150%

If it hits u u will insta due

If it doesn't hit u u will die slowly (like afterburner but without burn effects)

 

 

Alt for isida

Heal all the enemies and also the teammates

 

Alt for vulcan

It can't shoot

Damage increase 10000000000^100000%

 

Alt for (hmm which turret left?)

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Show Alterations/Skins/Shot Colors on the RatingPage

 

I think it would be cool to see what alterations, skins, and shot colors on the rating site.  You've included pretty much everything else in the game mechanics, why not these?  You could have the icons right below the turret picture.  

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Changing the delay is really anoying to xp/bp players.

The life up on their timing when coming around corners and alike, and it this is changed it is.. simply anoying.

nerf something else.. be it damage or penetration.. no matter what. But not the delay.

Yeah, that's a major rip in the chat.

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Rico Alt

 

It wills become thunder with less damage more recoil

 

 

Alt for shaft

I can't snipe instead can shoot teammates

 

Alt for rail

 

Recoil 1M%

Damage 1M but only to wasp with vulcanised having protection spectrum

 

 

Alt for smoky

It will throw bombs (with the mechanism of magnum) and have auto cannon

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Rico Alt

 

It wills become thunder with less damage more recoil

 

 

Alt for shaft

I can't snipe instead can shoot teammates

 

Alt for rail

 

Recoil 1M%

Damage 1M but only to wasp with vulcanised having protection spectrum

 

 

Alt for smoky

It will throw bombs (with the mechanism of magnum) and have auto cannon

Please stop  :(

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Please stop :(

can't :c

 

Sry

Thai is a revenge story

Between devs and me

They just keep reviewing ideas but their chances to be implemented are just like the chance of getting 2 exotic containers while opening 15 separately

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Isida's alts suck, so i'm going to make a few:

 

-->temperature regulating nanobots - can reverse freezing and burning effects, but the energy consumption is the same as when damaging an enemy

 

--> (I don't know a name for this one) - Energy consumption of healing and damaging exchange (healing time is shorter, damage time is longer)

 

plz tell me what you think :D

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Isida's alts suck, so i'm going to make a few:

 

-->temperature regulating nanobots - can reverse freezing and burning effects, but the energy consumption is the same as when damaging an enemy

 

--> (I don't know a name for this one) - Energy consumption of healing and damaging exchange (healing time is shorter, damage time is longer)

 

plz tell me what you think :D

I like the sound of the first one but it sounds kind of vague, just like the Nanomass Reactor's description. Nanomass' description makes it sound like only the attacking gauge would be halved when in reality, it's both the attacking and healing gauge. Having it reduce the gauge for healing makes absolutely no sense.

When you say it reverses the freezing and burning effects, do you mean for only your allies or your allies AND your enemies? When you say, "The energy consumption is the same as when damaging an enemy," do you mean that for the attacking gauge? The healing gauge? Both of them? You have to be a little more specific. 

 

The second one sounds like your standard "Attack Nanobots" mechanic --> Increasing the gauge time or damage for attacking while nerfing something for healing. I'm for it as long as it doesn't affect the balance of the game. For this one as well, it was hinted that it may come as we were shown this picture in the list of new alterations for Isida. Attack-Nanobots.png

 

 

I want to assume that they made Isida's alterations generally suck as a sign for us to realise Isida is balanced the way it is and that it would not be good for Isida or the rest of the turrets and hulls if it were to receive "good" alterations. The only alteration I'd consider buying on any account is the Broadband Emitters. (Radiators)

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I like the sound of the first one but it sounds kind of vague, just like the Nanomass Reactor's description. Nanomass' description makes it sound like only the attacking gauge would be halved when in reality, it's both the attacking and healing gauge. Having it reduce the gauge for healing makes absolutely no sense.

When you say it reverses the freezing and burning effects, do you mean for only your allies or your allies AND your enemies? When you say, "The energy consumption is the same as when damaging an enemy," do you mean that for the attacking gauge? The healing gauge? Both of them? You have to be a little more specific. 

 

The second one sounds like your standard "Attack Nanobots" mechanic --> Increasing the gauge time or damage for attacking while nerfing something for healing. I'm for it as long as it doesn't affect the balance of the game. For this one as well, it was hinted that it may come as we were shown this picture in the list of new alterations for Isida. Attack-Nanobots.png

 

 

I want to assume that they made Isida's alterations generally suck as a sign for us to realise Isida is balanced the way it is and that it would not be good for Isida or the rest of the turrets and hulls if it were to receive "good" alterations. The only alteration I'd consider buying on any account is the Broadband Emitters. (Radiators)

to clear your doubts:

 

- it only reverses effects for teammates(duh)

- the firing time for both the modes are equal( 5 seconds)

 

plz tell me if you have any more doubts :D

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to clear your doubts:

 

- it only reverses effects for teammates(duh)

- the firing time for both the modes are equal( 5 seconds)

 

plz tell me if you have any more doubts :D

I understand now and there are no more doubts.  :)

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Magnum Alteration - EMP Bullets


 


Hello Everyone! 


 


Today I am with a new idea for Magnum's alterations.


 


 


       With this alt 12% of shots can do a Splash damage on a wider area than normal shots do ( Damage area: +100% ). Another thing is those shots will create a shockwave within that wider area of splash damage. Shockwave has a greatly improved damage ( Normal damage increased by 150% ) and a special ability to disarm all tanks in the area for 1 second. But the damage of normal shots have decreased.( Maximum damage by 15% and Minimum damage by 10% )


 


Hope you all will like my idea.


Thank you all!

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Magnum Alteration - EMP Bullets

 

Hello Everyone! 

 

Today I am with a new idea for Magnum's alterations.

 

 

 

       With this alt 12% of shots can do a Splash damage on a wider area than normal shots do ( Damage area: +100% ). Another thing is those shots will create a shockwave within that wider area of splash damage. Shockwave has a greatly improved damage ( Normal damage increased by 150% ) and a special ability to disarm all tanks in the area for 1 second. But the damage of normal shots have decreased.( Maximum damage by 15% and Minimum damage by 10% )

 

Hope you all will like my idea.

Thank you all!

Topic Merged.

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Isida alterations:

 

Isida has most boring and weakest alterations of all existing, so lets make some fun!

 

1. Virus:

- pressing space on enemy in range, whole available isida charge(energy) "jump" on enemy and regardless of his movement from range it will make damage over time

- pressing space on teammate in range, whole available isida charge(energy) "jump" on teammate and regardless of his movement from range it will heal him over time

 

2. Stoking:

- if isida is not moving for 10s it should disappear. Invisibility slowly drains energy(1:30min to drain 100%) and first movement will make her visible again.

Edited by The_Black_Baron

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Alteration Ideas:

 

Lingering Flames (Firebird, unlocks at Marshal, 200K crystals): After destroying an enemy, the enemy's explosion burns all nearby enemies. Unfortunately the napalm needed for this operation is slightly weaker than the usual.  

+ Enemy explosions burn other enemies (Range is 15 meters, tanks effected get + 5 burning time)

- Burn only does 200 damage instead of 300

 

Freon Band (Vulcan, unlocks at Brigadier, 100K crystals): While overheating, Vulcan will go into hypercooling mode which not only reduces the max burning time, but adds a freezing effect to your shots. 

- 25% max burn temperature

+ Shots have freezing effect

+ Only when overheating

+ 20% turret start up time

- 30% damage

 

Electromagnetic Pulsation (Thunder, unlocks at Marshal, 200K crystals): Switches the current firing method to a electromagnetic based one. Shots are fused with electricity and can stun enemies.

+ 0.5 sec enemy stun (per hit, tanks effected by splash are not stunned)

- 50% range (Shots can only travel half the distance)

- 20% damage

+ If too close will also stun you

 

Supersonic Loader (Hammer, unlocks at Major, 160K): The loader is switched to a much more powerful ejector, the shots impact power is increased greatly as the result. 

+ 50% impact force

+ 15% range

+ 60% recoil 

+ Shots no longer ricochet 

Edited by JAGMAN2468

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Alteration Ideas:

 

Lingering Flames (Firebird, unlocks at Marshal, 200K crystals): After destroying an enemy, the enemy's explosion burns all nearby enemies. Unfortunately the napalm needed for this operation is slightly weaker than the usual.  

+ Enemy explosions burn other enemies (Range is 15 meters, tanks effected get + 5 burning time)

+ Burn only does 200 damage instead of 300

 

Freon Band (Vulcan, unlocks at Colonel, 120K crystals): While overheating, Vulcan will go into hypercooling mode which not only reduces the max burning time, but adds a freezing effect to your shots. 

- 25% max burn temperature

+ Shots have freezing effect

+ Only when overheating

+ 20% turret start up time

- 15% damage

 

Electromagnetic Pulsation (Thunder, unlocks at Marshal, 200K crystals): Switches the current firing method to a electromagnetic based one. Shots are fused with electricity and can stun enemies.

+ 1 sec enemy stun (per hit, tanks effected by splash are not stunned)

- 50% range (Shots can only travel half the distance)

- 20% damage

 

Supersonic Loader (Hammer, unlocks at Lieutenant-Colonel, 160K): The loader is switched to a much more powerful ejector, the shots impact power is increased greatly as the result. 

+ 50% impact force

+ 60% recoil 

- 20% range

+ Shots no longer ricochet 

Lingering Flames: I love the creativity of this one but against a group of tankers, this alteration would basically be an upgrade to the current Firebird.

 

When people are being hit by a Firebird, they'll run away. Firebird has afterburn damage; the worried tanker being hit by the firebird would run away in hopes of the afterburn not killing him/her. They end up close their ally or another tanker (DM) and die which would spread flames to them. They may be on low health and they drive to their other ally who has their overdrive. That ally may be on low health as well whilst dealing with a tanker on the Firebird's team. The guy dies close to the guy with the Overdrive and the flame spreads to him. 5 glorious tick damage later...he dies. 

So after shooting one person, you indirectly killed two others without even touching them. I'm not gonna lie, this is a great idea. It just wouldn't fit well seeing that the Firebird still has 5 seconds of full direct tick-damage to deliver. All in all, the price and the rank unlock for it makes sense. I would consider bringing this into the game if I were them only after tweaking it a little but keeping the overall mechanic the same.  

 

Also, you put a + on the red writing. The damage being reduced would be -, not +.

 

 

Freon Band: Hmmm, this one is an interesting one. Off the bat, this alteration is contradictory. It can't "heat" the enemy while "freezing" them. A way this can work is making it kind of like a "frostburn" reaction. You freeze the tank and it becomes so cold that it starts doing "burn" damage. 

 

The fact that it freezes the tank means that it should receive a bigger damage reduction than 15% saayyyyy...30%. This could be a battle decider.  

 

The price can be increased from 120k to 140k just so it wouldn't be the same price as its current 120k alteration. You know, the useless one. 

 

Maybe let it be unlocked by Brigadier or Major-general. It's a nice one but I don't think I would put it on the first batch of new alterations. 

 

Taking away 25% of the maximum temperature would be a - and not a + by the way. 

 

 

 

Electromagnetic Pulsation:  I'm not a fan of Thunder getting more alterations to be honest. Just like Isida, it is great with its stock features. 

This, however, would piss so many people off. Let's say we have an M4 Thunder. M4 Thunder reloads in 2.3 seconds. You shoot someone, they get stunned. The confused tanker would wonder what happened to his tank. After maybe 0.8 seconds, he lets go of his drive button. He would resume again and while accelerating, he gets hit again. 

 

Basically, Thunder could become like a freeze with this feature. It can also be used as a way to troll a player as well. Keep in mind that it still does splash damage, it just does it with 20% less damage. I don't think Tanki would create an alteration with a stun mechanic. I wouldn't put this in my game either. Thunder already got even more powerful with Sledgehammer rounds, we don't need this. 

 

 

 

Supersonic Loader: Immediately, I liked this. In MM battles, I would use Slugger and I would get a good concentrated punch at the enemy tanker but it wouldn't really increase the impact force. It would just focus the pellets in one place. I wanted them to make it so that Slugger would receive a mentioned boost in impact force but it doesn't seem like they'll do that.

 

I don't see why the range would be reduced. I'm imagining it as the Hammer "pulling back on a slingshot" farther than normal which would make the pellets go farther because they have more speed. The range should be increased by 20% and not reduced by it. The shots not being able to bounce makes sense. The recoil increase also makes sense.

 

Another mechanic that would make sense is if there would be a slight increase in the shot reload. Saayyyy.,..15%. Not too much but also not too little. This would make the "pulling back on the slingshot farther than regular Hammer" make sense as it is kind of like "charging up the shot".

 

I would decrease the price to 140k and make it unlockable by Brigadier. I would definitely like this to be put into the game.

 

 

If there are any questions you want to ask me, you are free to ask.  :)

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Magnum alteration:

- damage is cut in half but also so is reload time.

 

Thunder alteration:

- damage is doubled but also so is reload time.

 

Hammer alteration:

- bounce ability is removed but the ability to pierce through multiple targets with one shot is added.

 

Railgun alteration:

- ability to bounce shots off props 3 times is added, but 50% of the piercing ability is lost.

 

Shaft alteration:

- splash damage is added, but so is self damage and the lost of 10% of the overall damage.

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Magnum alteration:

- damage is cut in half but also so is reload time.

 

Thunder alteration:

- damage is doubled but also so is reload time.

 

Hammer alteration:

- bounce ability is removed but the ability to pierce through multiple targets with one shot is added.

 

Railgun alteration:

- ability to bounce shots off props 3 times is added, but 50% of the piercing ability is lost.

 

Shaft alteration:

- splash damage is added, but so is self damage and the lost of 10% of the overall damage.

 Magnum Alteration: This'll end up just like a Railgun with the Electromagnetic Accelerator "Scout" going against a Titan with 50% Railgun protection. 

 

For Matchmaking battles, just like Autocannon Smoky, this could be used to generate many assists and MAYBE not many kills.

The damage is halved. For M4, the most damage you're gonna be dealing for a direct hit is 1,165. The high numbers don't even come often so most likely, you'd be doing in the 600-800s for a direct hit. Couple that with Double damage and you'd only be tickling half of an M4 medium hull's health. This gives them all the warning to put on double armour and maybe even use a repair kit when you could have just one-shotted them. 1 on 1 confrontations would not come out in your favour unless it is against a melee ranged turret that is at a considerable distance away from you. 

 

Let's look at this vs. a group of tankers. Many players have those moments when 5+ players come together for one of them to share their overdrive with them. Assume they are all low on health. The guy does the Overdrive and when they are healed with 1,150 health, a magnum shot hits them and almost takes away the benefit of the repair kit. This could be a problem for defenders as the magnums would be firing probably every 5 seconds (approximately) assuming that they are using an angle that correlates well with 100% velocity. This could also be demoralising in Noise CTF battles for the Blue Team as continuous shots from two Magnums keep raining down faster than normal. Sure, less damage but it is still damage and without an Isida, you can't repair that. 

 

I've thought of this concept before and it's counterpart (50% more minimum and maximum damage but 50% more reload). It would not be good for balance since No-Supply PRO battles could be negatively affected by them...particularly the latter. 

 

 

Thunder Alteration: Off the bat, I don't like it. I'm less of a fan of giving Thunder even more damage than giving it another alteration, considering it has to be nullified by common protections to make it balanced in the first place. So I would not suggest this. The only damage increase I would give Thunder would be for its Subcalibre Rounds alteration. Thunder is basically Smoky but with a longer reload time, more damage and most importantly, splash damage. I consider any high-rank Thunder using that alteration to be throwing the battle. It relies heavily on splash damage. Without it, you're taking away a crucial aspect of it. With that, to compensate for that, it should get an increase in damage. 

 

Note, however, that this SHOULD NOT be for Twins' Stable Plasma alteration. Twins is already Overpowered as it is. 

 

With this alteration, you're basically the prime example of balance throwing itself off of a skyscraper. You said damage was double. I'm not sure if you meant to say that the damage was increased by 150% but if it is increased to 200% then you can potentially one-shot an unprotected heavy hull with M4 Thunder. Not to mention you could potentially one-shot an M4 light hull assuming you and the light hull don't have any supplies active. This would ruin balance totally. 

 

 

Hammer Alteration: I don't see how this one can be physically possible. It would also look weird to whoever is receiving it on the farthest end of the line of tankers. The pro of this outweighs the con of this since it is not often that you aren't in someone's face with Hammer and not behind a prop wall. It should have more negative aspects to it. This could still be one worth considering though. 

 

 

Railgun Alteration: When I first saw the icon for Electromagnetic Accelerator "Scout", I thought it was this very alteration minus the 50% piercing ability being lost. I don't see how this would really work out to be honest because it would happen so fast. Maybe...just maybe, they would decrease the speed of the shot to 125 m/s (same as the max. projectile speed of Striker's Uranium alteration's missiles) It would travel through the air at a noticeable speed and maybe the damage would be increased. The impact force would be decreased since the beam is slower. I'm not sure if they could even do that for Railgun. They did it for Hammer but then again, I'm not their programmers. 

 

 

Shaft alteration: Nah, this should be a piercing ability instead of splash damage. If anything, Heavy capacitors should get splash damage if anything, since it is using "heavy" shots to deal the damage. I have a suggestion somewhere here about an alteration for Shaft to get back its piercing ability. I'll put it in a spoiler here so you won't have to look for it.  

 

 

 Might I suggest this for Shaft? Perhaps this was that drill looking thing picture we saw for the 5th alteration for Shaft. ( Or was it a laser and not a drill? )

 

 Drill-Shaft.png

 

 

 

Drill-tipped Ammunition:  Regular ammunition is replaced with heavier drill-tipped ammunition for slightly increased damage and the ability for shots to pierce through enemies. Due to the increased weight of the shells, turret rotation speed and reload time are negatively affected.

( I'm pretty sure this description could have been worded better. )

 

 

 

 

(+)     Sniping shot damage increased by 10%

 

(+)     Arcade shot damage increased by 25%

 

(+)     Shots can now penetrate a tank and damage several behind.  

 

 

 

 

 

(-)     Turret rotation speed decreased by 35% ( Sniping mode and arcade mode )

 

(-)     Reload increased by 25%

 

 

 

Cost: 140,000 crystals.

 

 

 

 

What do you guys think?

 

 

 

I hope my feedback was what you wanted. :)

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Thunder needs at least one good alteration because all the other turrets got some nice alterations.

 

And no, sledgehammer alt isn't good because at m4 your range will be down to 10 to 15 m or 2 to 3 props length.

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Thunder needs at least one good alteration because all the other turrets got some nice alterations.

 

And no, sledgehammer alt isn't good because at m4 your range will be down to 10 to 15 m or 2 to 3 props length.

Sigh, I haven't used it in the real servers but I did use it in the Test Server. In a No-Supply Polygon battle, 5 of the enemies had at least 35% protection against me yet I still punched all of them in the face and ended up on top with a lead from second place of more than 500 score. The damage range for M4 Thunder is 740-1020. I saw in another post that the range you'd need to be is 15 metres away from the target to be able to do the maximum damage Thunder can do. This is incorrect by the way. They were probably looking at the minimum damage range and not the maximum. The real amount of metres to be away from the target to get maximum damage is 10 metres. That itself is very close. However, I was hitting someone who was probably about 70 metres away (Hammer M4's range) and I was hitting 700-800s on the tanks that didn't have protection. 

 

Let's look at it like this; assuming that the M4 Thunder with Sledgehammer rounds does 800 damage every shot, it would take 6.44 seconds to kill an unprotected M4 Viking. 

Stock M4 Thunder, under the same conditions, would take 9.2 seconds to kill the unprotected M4 Viking. 

 

Let's keep the conditions for Sledgehammer Thunder the same. This time, the Stock Thunder would do 1000 damage per shot. With 1000 damage per shot, it would take 6.9 seconds to kill the Viking. That is still longer than the time it takes for Sledgehammer which would do 800 damage per shot, to kill the Viking M4.

 

Keep in mind as well, that since the thunder reloads faster, it would disrupt their enemies' repair kits sooner which could be used to take them down easier than stock Thunder. 

 

Furthermore, the minimum damage range is still the same meaning that you can still hit at least 740 once you are within the 150 metres of the target. The weak damage is also still at 50% which is still a menace. 

 

So overall, the pro outweighs the con in this. Maybe you haven't seen it but why else do you think so many Legend-ranked Thunders use Sledgehammer rounds as opposed to Stock Thunder?

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