Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

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?

I don't give a Damn about the legends. Besides I don't even want to play with legends since its a known fact that they exploit every flaw in the game for their own benefit. Besides thunder still needs an alteration that gives it a damage increase for a different set back, because all other turrets have these kinds of alterations.

Share this post


Link to post
Share on other sites

I don't give a Damn about the legends. Besides I don't even want to play with legends since its a known fact that they exploit every flaw in the game for their own benefit. Besides thunder still needs an alteration that gives it a damage increase for a different set back, because all other turrets have these kinds of alterations.

And who are the ones who follow them to ensure they get the best results? The low and mid-rankers. 

 

I disagree that Thunder needs an alteration that increases its damage in any way but I am just one person. Maybe everyone wants that but not me. I am just expressing my opinion. Maybe they didn't do that for Thunder because Thunder is Meta and changing something to potentially make its damage output stronger may disrupt balance. Or maybe they'll do it in the future, who knows except them.  :ph34r:

 

Part of my post was also to show that people don't fully understand Sledgehammer rounds because they are getting misinformed by the Wiki. The wording of the wiki implies another parameter that is not what it actually is. So when it says Maximum range -90%, this doesn't mean it will start doing weak damage after the 10% range. It just means that you need to be in the 10% range to be able to have a chance to do the maximum damage the Thunder can do. Many people think it's the overall range when it is just one aspect of it. 

 

Also, you seem the kind of guy to give good feedback. How about giving me some feedback about me discussing the logic errors of some alterations and my feedback from your suggestions...I am assuming you read them already.  :ph34r:

 

If Tanki were to make helpers for different aspects of the game e.g. Overdrives, Alterations, Turrets, Hulls etc. then I think I would make a good helper for the Alterations section.  :D

Share this post


Link to post
Share on other sites

Also, you seem the kind of guy to give good feedback. How about giving me some feedback about me discussing the logic errors of some alterations and my feedback from your suggestions...I am assuming you read them already.  :ph34r:

 

If Tanki were to make helpers for different aspects of the game e.g. Overdrives, Alterations, Turrets, Hulls etc. then I think I would make a good helper for the Alterations section.  :D

I guess I can give you my input in a few alterations I've used or seen.

 

The stable plasma alteration for twins is basically the old twins before splash damage was added to it by default except for the impact force increase. It's OP because it's cheap for how much impact it can have on the battle, even 50k was to cheap for it. Should be 75k IMO.

 

The duplet alteration for hammer could use a 25% damage nerf.

 

I've encountered cyclone user, and the last thing you'll want to do is engage in a shootout against it, especially if it is trying to lock on to you. It's better to find cover between you and it as fast as possible.

 

Uranium is quite similar to cyclone.

 

The automated gunpowder loading mechanism alteration for magnum was practically the original version of it. No real disadvantages to using it other than it is much harder to lob shots off ledges. But it's really good for long range combat.

 

The reinforced gun carriage alteration for magnum is by far the most interesting alteration I have ever seen, and no it's not because it trades off the vertical rotation for a horizontal one, but because you still have to charge your shots like any other Magnum user. It's one of those turrets that kinda needs practice to get the hang of it.

 

The mortar alteration for magnum can plant mines, and wolverine kinda exaggerates that it's OP. But here's something you can try to avoid those mines. All you need to do is assume that every magnum explosion crater you see hides a mine in it. This can be a case of the old saying "Fool me once, shame on you. Fool me twice, shame on me".

  • Like 1

Share this post


Link to post
Share on other sites

Thunder Alt Idea: Crazy Slugs 

 

Thunder: Crazy Slugs

16jnbq8.png

 

The standard round's explosive warhead is replaced with... wait for it... another round, (from the legendary Smoky). Upon firing and impact of another object, be it a wall, building, ground, or tank, friend or foe. When the Thunder is fired It will deal the same standard damage, without splash damage of course, and another round will ricochet off the target that you hit, dealing damage to whatever it hits, even you, so be careful!  INFO ABOUT THE SMOKY BULLET: the damage of the ricocheted bullet is always the 0/10(20) of whatever M the thunder with this alteration is (the hit will always be non-critical), so if this thunder has this alteration, and its an M2, the bounced smokey bullet will do damage of a smokey M2 (0/10) It's actually based off of a real German made (of course, who else would think of this) shotgun round that triggers a live 9mm on impact.

 

SUMMARY:

+weak bounce shot added to the normal shot

-/+no splash damage

-you can "shoot your eye out" with it if your not carfull

Edited by Aigaion
  • Like 2

Share this post


Link to post
Share on other sites

Railgun Alt Idea: Hollow Point Ammunition

 

2yjrgac.png

 

The standard bullet's hypersonic ballistic cap is removed, and the DU core is softened and hollowed, giving it interesting results, upon impact, a standard piercing shell would be tough enough to cut cleanly through with an average amount of kinetic energy spent pushing the tank, hollow-point ammo intentionally does the opposite, the bullet hits the target, and the head expands, or "mushrooms" on impact, exponentially expanding its surface area. therefore pushing the target with much greater force, however, the bullet itself is so deformed and no longer has the energy to make a full penetration, the damage remains the same.

 

Summary:

 

MORE impact force

 

NO multi-tank penetration

 

Suggested price and rank:

 

15k-30k, semi-cheap, as this alt really doesn't make it more powerful, just adapting for another play style and personal preferences.

at or below WO1

  • Like 7

Share this post


Link to post
Share on other sites

Which parameters would be changed then?

Impact force, as I explained would greatly increase, at the cost of penetration

 

I, like most people, have used rail for a long time, and gotten pretty good at it, but in a standard battle, the penetration isn't that important to me, it happens really by chance, but it is useful against clumps of targets, like when gold happens, but meh.

This idea would be nice for people who like knocking off others aim, or example I just came back from a battle, in which I was hunting down a flag runner with a smoky, a rail, of course, was targeting me, his damage was not sufficient to kill me, and his impact force not very effective, I could re-correct my aim easily, and if this alteration existed that would change, I would have had to correct my aim more drastically, taking more time, and the runner would have capped my flag, however I was able to nail him with a critical hit killing him.

Edited by Aigaion

Share this post


Link to post
Share on other sites

2yjrgac.png

 

The standard bullet's hypersonic ballistic cap is removed, and the DU core is softened and hollowed, giving it interesting results, upon impact, a standard piercing shell would be tough enough to cut cleanly through with an average amount of kinetic energy spent pushing the tank, hollow-point ammo intentionally does the opposite, the bullet hits the target, and the head expands, or "mushrooms" on impact, exponentially expanding its surface area. therefore pushing the target with much greater force, however, the bullet itself is so deformed and no longer has the energy to make a full penetration, the damage remains the same.

 

Summary:

 

MORE impact force

 

NO multi-tank penetration

Description should be like this:

 

"Modified version of standard shell, with the ballistic armor penetration tip replaced by hollow tip allow to knock off enemy's aim easier. Such modified shell cannot penetrate through multiple targets."

  • Like 1

Share this post


Link to post
Share on other sites

Description should be like this:

 

"Modified version of standard shell, with the ballistic armor penetration tip replaced by hollow tip allow to knock off enemy's aim easier. Such modified shell cannot penetrate through multiple targets."

i L i e k technical descriptions o k :I

  • Like 1

Share this post


Link to post
Share on other sites

Impact force, as I explained would greatly increase, at the cost of penetration

 

I, like most people, have used rail for a long time, and gotten pretty good at it, but in a standard battle, the penetration isn't that important to me, it happens really by chance, but it is useful against clumps of targets, like when gold happens, but meh.

This idea would be nice for people who like knocking off others aim, or example I just came back from a battle, in which I was hunting down a flag runner with a smoky, a rail, of course, was targeting me, his damage was not sufficient to kill me, and his impact force not very effective, I could re-correct my aim easily, and if this alteration existed that would change, I would have had to correct my aim more drastically, taking more time, and the runner would have capped my flag, however I was able to nail him with a critical hit killing him.

Okay thanks :)

I think the maximum devs would go for is a boost of +40 or +50% for the impact force to be within the game limits, regarding hacker protections and stuff. The round destabilizer alt. already has +20% on impact force.

Do you think there should also be an impact force that has an effect on the surrounding tanks, like Thunder has with the "explosive impact"?

Share this post


Link to post
Share on other sites

Okay thanks :)

I think the maximum devs would go for is a boost of +40 or +50% for the impact force to be within the game limits, regarding hacker protections and stuff. The round destabilizer alt. already has +20% on impact force.

Do you think there should also be an impact force that has an effect on the surrounding tanks, like Thunder has with the "explosive impact"?

ya I normally leave stats up to others, I just like to make a general idea, regarding your idea, I think that might be a bit too OP, and I like to be as scientifically plausible as possible, and I don't get how that could work, yet this is a game where flamethrowers work in space xD

  • Like 1

Share this post


Link to post
Share on other sites

What about explosive ammo for Rail? Ka-boom!

A high explosive detonation when pierced 1/2 through the tank, would realistically 1 hit kill it, destroying its insides, and driver, even a juggernaut, so wayyy to OP xD

Share this post


Link to post
Share on other sites

The price of this would have to be cheap, given that the penetration is what makes Railgun good against multiple enemies. Maybe about 30k crystals.

 

The rank that needs to be required to unlock this should be Sergeant-Major. 

Share this post


Link to post
Share on other sites

I don't see how this alteration would be interesting. It's too similar to smoky. And plus railgun doesn't need more impact force.

its kinda pathetic when it comes to even medium hulls that know how to counter it, and it won't even budge a heavy.. much

Share this post


Link to post
Share on other sites

A high explosive detonation when pierced 1/2 through the tank, would realistically 1 hit kill it, destroying its insides, and driver, even a juggernaut, so wayyy to OP xD

APHE and APCBC rounds were very common in WW2. Most of them activated on 15 mm of steel and exploded inside a tank. British tanks used APCBC without explosive filler.

 

APHE combines the 'shrapnel cone' upon penetration of AP (Armor Piercing) and explosion of HE (High Explosive). It is the most devastating round after SABOT (modern APDS with depleted uranium).

Share this post


Link to post
Share on other sites

APHE and APCBC rounds were very common in WW2. Most of them activated on 15 mm of steel and exploded inside a tank. British tanks used APCBC without explosive filler.

 

APHE combines the 'shrapnel cone' upon penetration of AP (Armor Piercing) and explosion of HE (High Explosive). It is the most devastating round after SABOT (modern APDS with depleted uranium).

(finally, someone who speaks my language)

Share this post


Link to post
Share on other sites

Magnum Alt Idea: Nuclear Warhead

 

(I came up with this idea because honestly I was disappointed with the mag alts they put it)

 

23u4vnl.png

A Top-Secret explosive warhead, an unstable experimental compressed A-Bomb is inserted into a standard round, with a 4% chance each time, the explosive detonation is catastrophic to say least, however, the barrel must be unrifled, so the standard rounds lose a slight amount of effectiveness. But when you get that 4% shot out, the leftover nuclear residue will combust your tank immediately, effectively an unavoidable forced self-destruction.

 

SUMMARY

 

+4% chance for a nuke shot

-very low chance

- once you fire a nuke shot you self destruct instantly, without warning.

-standard rounds lose 5% damage (min&max)

 

*note* Magnum protection will NOT protect against the nuke

 

RANKS & PRICE

 

Lieutenant General.

for 50k crystals, but honestly, this is a gambler's alteration, you put in a high risk for big reward. not a strategy for everyone.

 

(I'm kinda debating on whether this is good or not, as its basically a super-critical hit, for the magnum, but at the same time weakening it, but with the new wasp OD coming out I don't want nuke spam everywhere xD)

Edited by Hate
  • Like 2

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...