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Ideas for Augments!


Maf
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So this idea is basically Heavy Capacitors but stronger and more powerful? I don't see how extra recoil and less impact force can compensate the 200% damage.

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looks very OP, reload is now 0.2? impact now 176? and recoil is only 33 now? not to mention the speed, to put recoil into perspective Smoky M0's recoil is 100.

Edited by Aigaion

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It is not OP because it has huge spread. Lots of shots miss the target.

but spread occours the farther away you are right? but twins don't fire from far away, its far best close up, where there would be little spread, I have the big plasma gun alt for my twins, yes I miss a lot too, but it's still far more OP than a normal twins when used in its natural habitat, close up, (but not too close up :p). 

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Not at all. It still needs to be exposed for 2,25s to deal full damage. Arcade shots would be used more than sniper shots.

it's still close in damage numbers, can we see price&rank? that has a lot to do with balance.

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2 Ricochet Alt Ideas: Economical Ammo, Reverted Capacitors

 

 

Economical Ammo

 

[no picture yet]

 

Modifications to the plasma generators are made to decrease energy per shot, thus being able to fire more shots before your plasma-tank runs low, this does have a negative effect of damage per shot, but the energy lost is transferred to your plasma accelerators, so an increase of projectile speed occurs.

 

Energy per shot: -16%

Projectile speed: +20%

Damage: -10%

 

33dyqah.png

 

 

Reverted Capacitors

 

15yhg6x.png

 

An accident in the factory, equipping ricochet's capacitor box in upside down had some interesting effects. For fans of getting the most out of your gun at the most range, this effect will make ricochet's best damage occur at its maximum range, however, it will do a standard ricochet's damage at long range at short range, so in other words, the damage ranges are flipped, the least damage will occur at the shortest range and it's best will occur at its maximum range. Some noticeable increasements have also been made to the plasma accelerators, for better speed to your projectiles.

 

Projectile speed: +45%

Max damage at max range, min damage at short range(see illustration)

 

2r5glkk.png

 

 

262mghy.png

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well that was the fastest approval I've ever seen xd

EDIT: just came up with a 3rd but can't edit the title :X

Edited by Aigaion

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  but twins don't fire from far away,

I do with the Plasma Accelerator alt on some maps.

 

I can see the logic behind this spread alt, but you can already hit multiple targets with splash damage on all of the alts except the Stable Plasma.

Not sure I see any point in one that lessens the odds of hitting much.

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PLS guys 

don't make new alts

 

i couldn't even get the new ones yet pls don't make new ones 

 

are u crazy? i will buy modules, some alts, m4s already, where do the crystals come from?

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PLS guys 

don't make new alts

 

i couldn't even get the new ones yet pls don't make new ones 

 

are u crazy? i will buy modules, some alts, m4s already, where do the crystals come from?

I can assure you I am absolutely insane.

Edited by Aigaion

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Ricochet with Economical ammo seems really good. You could remove the additional speed and make it even more economical.

I keep speed cos the less eng/shot comes into effect in the long run of your confrontation with an enemy, for example, if you were fighting a no-alt rico you would be behind in damage cos of decreased damage, but you will catch up to them cos you have essentially a bigger ammo tank or capacity, they would run out before you. so the speed increase was just for an immediate positive effect for the damage nerf.

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So the second alt is just to make ricochet effective at long range? >_>

well, the range doesn't change, just the damage distribution over range. but it also suffers at a short-range yes, 

Edited by Aigaion

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M1/M2 Shaft: Penetration effect(SABOT)

                 +Allows shots go through multiple enemy and friendly tanks and inflict damage multiple tanks

                 -every tank that the shot goes through the power of the shot gets decreased by 10-15%

 

M2 Freeze: Shock Freeze

                  +Once the freeze turret starts damaging enemy tanks, all tanks affected are instantly frozen and unable                      to move at all

                  -The damage afflicted are decreased and uses up ammo quicker than standard turret.

 

M1/M2 Magnum: Shell Shock

                            +When the shot lands, the players afflicted by the magnum are temporarily frozen

                            -The damage afflicted are decreased due to using soundwave shells instead of explosive shells.

 

M1/M2 Magnum: Incendiary Shells

                            +The magnum shot inflicts burn effect to all tanks that were damaged by the shot.

                            -longer reloading time, smaller area of damage splash zone

 

M2 Hammer: Point Blank

                      +Only one shot instead of three. when shot in less than 1.5 range, deals immense amount of damage                              that is equivalent to 2.5 shots worth of total damage of the turret.

                      - Reloading time equates to charging 2.5 shots(longer reload time). More spread. When used in                                        long range not very effective.

 

If the devs or any of the Tankionline team has questions, I'd be happy to answer by my email of this account.

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M1/M2 Shaft: Penetration effect(SABOT)

                 +Allows shots go through multiple enemy and friendly tanks and inflict damage multiple tanks

                 -every tank that the shot goes through the power of the shot gets decreased by 10-15%

 

M2 Freeze: Shock Freeze

                  +Once the freeze turret starts damaging enemy tanks, all tanks affected are instantly frozen and unable                      to move at all

                  -The damage afflicted are decreased and uses up ammo quicker than standard turret.

 

M1/M2 Magnum: Shell Shock

                            +When the shot lands, the players afflicted by the magnum are temporarily frozen

                            -The damage afflicted are decreased due to using soundwave shells instead of explosive shells.

 

M1/M2 Magnum: Incendiary Shells

                            +The magnum shot inflicts burn effect to all tanks that were damaged by the shot.

                            -longer reloading time, smaller area of damage splash zone

 

M2 Hammer: Point Blank

                      +Only one shot instead of three. when shot in less than 1.5 range, deals immense amount of damage                              that is equivalent to 2.5 shots worth of total damage of the turret.

                      - Reloading time equates to charging 2.5 shots(longer reload time). More spread. When used in                                        long range not very effective.

 

If the devs or any of the Tankionline team has questions, I'd be happy to answer by my email of this account.

shaft one too OP

 

shock freeze already exists, and yours is too OP

 

mag alt sounds kinda reasonable, but I wouldn't say totally frozen, maybe fully frozen as much as a freeze can do, and the technical description could be more realistic.

 

other mag alt needs work

 

hammer alt too OP

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Ricochet Alt Idea: Bouncer

 

 

Bouncer

 

 

Plasma projectiles now can extrapolate kinetic energy from each bounce and turn it into extra superheat, therefore more damage and physical impact from each bounce. and this extra plasma coating puts a strain on the generator, so energy has to be regained at a slower rate, and the number of bounces lowered. The weight of this modification resulted in the turret's rotation needing to be geared down.

 

+15% more damage each bounce

+10% more impact force each bounce

Reloading (eng/sec): -15% (=28 seconds to reach a full energy tank of 1000, instead of default 20)

Rotation: +35%

Max number of bounces: -50% (6 bounces instead of 12)

 

 

Rank: 3 stars, 180k, the image host site I use ain't working :x.

Edited by Hate
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Isida alt - Reverted mode switcher

 

 

Reverted mode switcher makes attack mode act like healing mode and vice versa so attack mode has less damage for more time and healing mode has more damage for less time.

12 sec attack energy pool
-25% attack damage

4 sec healing energy pool
+150% healing damage

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About rail destab....

If copper coils and bolts are inserted into the accelerator, then it should show. When railgun shoots, if the shots are more focused, then it will deal alot of damage. however, if the outcome isnt good, the spread on railgun would be wide, enabling you to hit multple tanks. Yes, railgun should be have some type of multishot shot for round destablization. after all, it is destabilized.. right?

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