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Ideas for Augments!


Maf
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Smoky and Thunder have more DPS than Rail so they are able to compete Rail even beyond their max range. Some players even do not expect to be snipe-killed by Smoky or Thunder because they think that 50% damage is 'bad' and 'useless'.

that's not even what i asked

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Ok here are the disadvantages:

 

Laser appears immediately when entering sniper mode

 

Reduce sniper shot impact force by 50%

 

Increase recoil by 2x

So insta-kill on a heavy hull with less than 35% protection and insta-kill on medium hulls even with 50% protection.

 

The laser thing means nothing as everyone knows how to hide a fully charged laser.

Impact force means nothing to a dead tank.

 

So you really have no negatives for the ability to kill a protected heavy hull.

 

Um... no thanks.

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 Striker Alt Idea: Tomahawk Tactical Targeting

 

 

2gvqypz.png

 

Cruise Missile settings are installed to the lock-on function, 3-D navigation system for higher chances of them finding your target if they duck for cover, the new motors require a short warm-up time, resulting in a larger pause between rockets in the salvo.

 

+missials can navigate to their target with higher accuracy in lock-on mode

 

-pause between rockets in the salvo=0.4

 

mn6vd.png

Edited by Hate
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Ok maybe 75% more damage is a tiny bit too much, maybe we can get it down to 50%.

 

But then the reload increase would have to go from 100% to 50%.

You want Thunders to have the ability to one-shot medium hulls? Why? With this alteration, you can one-shot a Light Hull with only the new Minimum Damage.

 

A shot of that every 3.45 seconds would wreak havoc among the players who don't have or use protection against Thunder. Sledgehammer is already enough. 

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You want Thunders to have the ability to one-shot medium hulls? Why? With this alteration, you can one-shot a Light Hull with only the new Minimum Damage.

 

A shot of that every 3.45 seconds would wreak havoc among the players who don't have or use protection against Thunder. Sledgehammer is already enough.

 

You have no idea what a thunder user goes through, so why don't you just shut up since your opinion here irrelevant because you don't use thunder. ;)

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You have no idea what a thunder user goes through, so why don't you just shut up since your opinion here irrelevant because you don't use thunder. ;)

Ouch.

 

You are right; I don't know what a Thunder user, like yourself, goes through. However, I somewhat have a say in this as I am on the receiving end of the spectrum. Thunders regularly deal with protection modules but that is what keeps them in check. The same for Firebird, you need protection against it so it won't slaughter you. Thunder is easy to use and yields great results on average. 

 

I see so many Thunders in the low ranks (WO1-4) and they do very good compared to my Striker that more than usually gets 2nd place to them. I wonder why they choose a Thunder Kit and not a Striker Kit. I wonder why they choose a Thunder Kit and not a Hammer Kit. I wonder why they choose a Thunder Kit and not a Ricochet Kit. It's just too good compared to the other turrets. Protection modules are a must to keep it balanced. It's already hard enough for s to stay alive as the firing rate and the weak damage is good, we would have to deal with even more damage from far away. Do you really want to be a Wasp and just get one-shotted without knowing where the shot came from? 

 

What I'm trying to get at is that Thunder shouldn't have an alteration that increases its damage. It would not be good for balance. 

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What I'm trying to get at is that Thunder shouldn't have an alteration that increases its damage. It would not be good for balance.

 

Then why should any other turret get a damage increasing alteration?

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So insta-kill on a heavy hull with less than 35% protection and insta-kill on medium hulls even with 50% protection.

 

The laser thing means nothing as everyone knows how to hide a fully charged laser.

Impact force means nothing to a dead tank.

 

So you really have no negatives for the ability to kill a protected heavy hull.

 

Um... no thanks.

Well.... this is what happen when a Isida like you decided to use Griffin T-A module setup! This is my revenge!

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Well.... this is what happen when a Isida like you decided to use Griffin T-A module setup! This is my revenge!

I love that Shafts insist on having one-shot-kills - no matter what.

 

Good luck with this idea.  You'll need it. ;)

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2gvqypz.png

 

Cruise Missile settings are installed to the lock-on function, 3-D navigation system for higher chances of them finding your target if they duck for cover, the new motors require a short warm-up time, resulting in a larger pause between rockets in the salvo.

 

+missials can navigate to their target with higher accuracy in lock-on mode

 

-pause between rockets in the salvo=0.37

 

mn6vd.png

So missile will travel until target get destroyed?

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So missile will travel until target get destroyed?

no, they will just be able to navigate better, for example, turn sharper and fly up or down, thus "3D-navigation," but even then they might not be able to turn sharp enough depending on the where the enemy hides, like normal missiles, they will just crash into a will if a target hides behind it, these might be able to turn around the wall to hit the target if there's enough space and it's not too hard, or just dive over the wall and hit the ground or wall behind your target, behind the wall, so 100% chance of hitting still won't happen, but they can maneuver better than normal missiles.

Edited by Aigaion
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Lets just give you your own topic. "Aigaion's Alterations."

In this particular case: "Aigaion's Alliterations"  :ph34r:

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0.37 sec is too short for such OP alteration. 0,5 sec could be OK.

.5 would be more than twice the normal amount, I'll bump it up to 0.4, 0.25 is standard, and it's not that powerful of an alteration, it doesn't decrease reload, doesn't decrease lock-on time, doesn't increase speed, doesn't increase damage, only allows the salvo missiles to turn sharper, and even than it's not 100% guaranteed they'll nail there target every time.

Edited by Aigaion

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Shaft alt - Micro Capacitors

 

This altered Shaft has very small capacitors so it has less energy. Sniper damage is cut to half. In the empty place of turret, a special device increasing arcade shot range in cost of damage is put.

-25% energy
-50% max sniping damage
-0,75s of sniping charge time
50% arcade shot weak damage
+50m arcade shot range
-10% arcade shot damage

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Twins alt - Sprayer

 

Twins with Sprayer alt would have special superfast reloading mechanism which allows Twins to fire SO fast that plasma balls collide into each other in barrel (!). This makes them faster but inaccurate.

-25% reload
+10% projectile speed
+10% impact force
+10% recoil
±5% horizontal spread
±5% vertical spread

Warning: Do not shoot while jumping with light hulls. You will end up flipped by recoil.

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Basically you are asking for Smart Missiles that not only follows the locked on target, but also knows the terrain, looks for the best travel path, accelerates, decelerates, and can make many turns to avoid hitting obstacles to reach the target.

 

If Tanki can do that, they might as well go work for the Russian weapons industry.

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Basically you are asking for Smart Missiles that not only follows the locked on target, but also knows the terrain, looks for the best travel path, accelerates, decelerates, and can make many turns to avoid hitting obstacles to reach the target.

 

If Tanki can do that, they might as well go work for the Russian weapons industry.

yes, but without changing speed, it's an arcade game so hecc with actual physics.

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It'll increase the angular velocity then?

 

The price suits it. For me, the angular velocity of Stock Striker is good enough. This would really only be helpful at close range since at far range, the angular velocity of the rockets would already steer the rockets into the tank without a problem. 

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It'll increase the angular velocity then?

 

The price suits it. For me, the angular velocity of Stock Striker is good enough. This would really only be helpful at close range since at far range, the angular velocity of the rockets would already steer the rockets into the tank without a problem. 

yes, part of it, but also it would work equally as well as long range as it would actually be able to read the terrain and steer to the target, not just as the crow flies and crash into a wall there hiding behind.

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yes, but without changing speed, it's an arcade game so hecc with actual physics.

But it has to be smart to change path depending on the targets movement, and that I think will be very hard for the dev team. Today is just decide a target and follow.

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