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Ideas for Augments!


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Shaft - 31

Rail - 1000

This argument makes no sense because first of all, no one is forcing you to use this alteration. Secondly, since WHEN did you think that every alteration is good in every single map? Obviously this will not work in Highways because you need to peek-shot there and you don't have enough time to be in the open. But in maps like Magistral, Polygon, Noise, Silence, etc. you can very easily sit on a single point and keep your laser at enemies thereby destroying them easily - not to mention with Double Damage you will kill them with half difficulty.

 

Judging by that stance literally every single turret (except Magnum and Hammer) is beaten by Railgun in a single shot.

 

Railgun - 800

Shaft - 750

Thunder - 740

Smoky - 400 / 800

Twins - 190

Ricochet - 300

 

What you're saying is like the developers making the turret Hammer and then one of the programmers comes up and says "Just imagine this useless gun in big maps", obviously it wont work in every situation.

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This argument makes no sense because first of all, no one is forcing you to use this alteration. Secondly, since WHEN did you think that every alteration is good in every single map? Obviously this will not work in Highways because you need to peek-shot there and you don't have enough time to be in the open. But in maps like Magistral, Polygon, Noise, Silence, etc. you can very easily sit on a single point and keep your laser at enemies thereby destroying them easily - not to mention with Double Damage you will kill them with half difficulty.

 

Judging by that stance literally every single turret (except Magnum and Hammer) is beaten by Railgun in a single shot.

 

Railgun - 800

Shaft - 750

Thunder - 740

Smoky - 400 / 800

Twins - 190

Ricochet - 300

 

Average damage (M4, extreme range, 1 second)

 

Rail - 1200

Thunder - 440 (direct hit)

Smoky - 267,5 (without crits)

Striker - 880 (single direct hit)

Magnum - 1745 (direct hit)

Vulcan - 300

 

Rail, Striker and Magnum seem to have huge advantage but they are actually equal or only slightly stronger than the other turrets because Striker lacks insta-shot and Rail has shot delay. When Rail is hit by Thunder or Smoky during shot delay, it usually misses.

 

You are trying to point out the fact that this altered Shaft could easily snipe-kill in open fields. All the above mentioned turrets can also do that easily.

 

Even more, it would be incredibly hard to hold the laser on moving enemy while receiving damage from enemy snipers and even surviving the damage for more than 5 seconds. Sitting duck is easy kill. Striker needs to hold the laser for 3 seconds, this Shaft would need much more for a kill, even if the enemy was damaged before.

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I really like this idea, although constant damage might be better.

 

It would make Shaft in to much more stealthy turret instead of one that reveals its presence and / or position whenever it hits you. You wouldn't know you were being "lit up" until you noticed your HP dropping.

 

Might work even better without the laser. Can't see the point of the laser anymore. Once you are hit or killed by a Shaft, you know at least one is in the battle and you spend the rest of the battle looking for them and making more use of cover. It's not as if they are invisible. 

What do you mean you can't see the point of the laser anymore?

 

A heat-producing laser that is invisible?

 

This argument makes no sense because first of all, no one is forcing you to use this alteration. Secondly, since WHEN did you think that every alteration is good in every single map? Obviously this will not work in Highways because you need to peek-shot there and you don't have enough time to be in the open. But in maps like Magistral, Polygon, Noise, Silence, etc. you can very easily sit on a single point and keep your laser at enemies thereby destroying them easily - not to mention with Double Damage you will kill them with half difficulty.

 

 

 

Judging by that stance literally every single turret (except Magnum and Hammer) is beaten by Railgun in a single shot.

 

Railgun - 800

Shaft - 750

Thunder - 740

Smoky - 400 / 800

Twins - 190

Ricochet - 300

 

What you're saying is like the developers making the turret Hammer and then one of the programmers comes up and says "Just imagine this useless gun in big maps", obviously it wont work in every situation.

 

 

It's a rare situation where you can keep a target under sights for 7-8 seconds, let alone 10+.  Even small maps have cover.

 

Look at Striker - ~ 3 seconds of aiming the laser for a salvo.  Not many targets sit around that full time. Salvo is the exception.

Plus this alteration would be a beacon for enemies to target.

 

As this laser produces damage through heat - is it self-damaging like Vulcan?

Edited by wolverine848

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It's a rare situation where you can keep a target under sights for 7-8 seconds, let alone 10+.  Even small maps have cover.

 

Look at Striker - ~ 3 seconds of aiming the laser for a salvo.  Not many targets sit around that full time. Salvo is the exception.

Plus this alteration would be a beacon for enemies to target.

 

As this laser produces damage through heat - is it self-damaging like Vulcan?

That is true, but you can always rush behind enemies in team modes like you do with Striker or in Deathmatch battles, you can steal kills pretty easily because at one instance almost every single enemy is busy with the other. Beacon? Somewhat, yes, but isn't that the case with Striker, Vulcan and Railgun too? Even with Magnum you can see the trail behind the explosive, but that is very minor so...

 

Yes, tank heats up after you've held your laser for more than "decided amount" seconds.

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All this argument is just because Shaft doesn't have auto-aim like Vulcan. We want to deal a not so high but not very low damage in those few seconds that we manage to put our laser on. If we change the damage to 100, 200, 400... per second (for M3s) we can deal a damage of 700 in 3 seconds, which an expert Shaft player can manage easily. I suggest you change the statistics and put them in the idea topic to stop this senseless whining and actually make way for some constructive criticism.

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That is true, but you can always rush behind enemies in team modes like you do with Striker or in Deathmatch battles, you can steal kills pretty easily because at one instance almost every single enemy is busy with the other. Beacon? Somewhat, yes, but isn't that the case with Striker, Vulcan and Railgun too? Even with Magnum you can see the trail behind the explosive, but that is very minor so...

 

Yes, tank heats up after you've held your laser for more than "decided amount" seconds.

One thing with the laser... can be mostly translucent and hard to see for first 3-4 seconds while it is not so hot.

 T

Then as it heats up gradually becomes more visible and more obvious to other tankers. The hotter it is the brighter it is.

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And the brightest would practically be the Sun. Imagine the laser on a Juggernaut camping on the bridge in highways.

Juggernaut's mistake, not the Shaft.

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Juggernaut's mistake, not the Shaft.

I meant that the laser would have become so hot by then (if the shaft survived the self-heating) that it would probably melt the bridge and burn a hole through the map. :p

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Alteration for Railgun that it fires a continuous beam for the duration of what would be the charge-up time, however, the uncharged shot does less damage but keeps doing damage. Also, since the discharge of energy is not all let out at once, recoil is completely removed, as well as impact force being significantly reduced. This type of shot also does not lose damage through tanks.

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But you can't move while in scope and it looks like you will be an easy target for the vulcan thunders and railguns

And Smokies. It would be impossible for any Shaft player to HOLD the laser on the enemy for more than 5 seconds.

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And Smokies. It would be impossible for any Shaft player to HOLD the laser on the enemy for more than 5 seconds.

But you can't move while in scope and it looks like you will be an easy target for the vulcan thunders and railguns

No no no, you will not require to be in scope mode for this alteration, the laser will come up as soon as you press Spacebar just like Striker. Ahhhhh, now I understand why people while complaining about this alteration, they were thinking you need to be in scope-mode all the time! :D

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No no no, you will not require to be in scope mode for this alteration, the laser will come up as soon as you press Spacebar just like Striker. Ahhhhh, now I understand why people while complaining about this alteration, they were thinking you need to be in scope-mode all the time! :D

Ok that is better but 11 seconds seems a bit long for viking, it will be tough to use this in MM battles! 

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No no no, you will not require to be in scope mode for this alteration, the laser will come up as soon as you press Spacebar just like Striker. Ahhhhh, now I understand why people while complaining about this alteration, they were thinking you need to be in scope-mode all the time! :D

But... but scope's the only thing Shaft has. :(

I was thinking you were going to add it in scope. This would have meant that it wouldn't just be another annoying Vulcan with huge auto-aim. What would the skill in using such a Shaft be?

Edited by Given

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But... but scope's the only thing Shaft has. :(

I was thinking you were going to add it in scope. This would have meant that it wouldn't just be another annoying Vulcan with huge auto-aim. What would the skill in using such a Shaft be?

Smoky or Thunder knocks your aim and your damage resets to 1.

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Smoky or Thunder knocks your aim and your damage resets to 1.

Not 1, 100. As I said before, 100, 200, 400... seems more reasonable. And also with scope, not auto-aim.
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Isida Alt

 

How about an alt for Isida that eliminates healing but brings back vampirism, perhaps to a lesser extent? This could be somewhere around 135K, and available at Captain? Yes, no, maybe so?

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Devs said that the vampirism feature was breaking game balance and there is no way to fix it, so it was removed. I doubt it will ever be brought back, even as an alteration.

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Nerf's Smoky's alteration

 

Smoky's fast reload alteration is quite difficult to deal with. The problem isn't the damage or rate of fire, but rather the impact force. Smoky has high impact force, and most of the time players can just aim at the corner of your turret and you can't do anything at all because it is so high. I think that Smoky's alteration should be such that there is a reduction of impact force to compensate for this.

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Devs said that the vampirism feature was breaking game balance and there is no way to fix it, so it was removed. I doubt it will ever be brought back, even as an alteration.

They did not honestly try to make it work.

 

original 50% = OP.

 

In one take went down to 10% = pathetic.

 

No attempt to try a medium step like... 25%?

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They did not honestly try to make it work.

 

original 50% = OP.

 

In one take went down to 10% = pathetic.

 

No attempt to try a medium step like... 25%?

They said that even 10% was OP. Imagine facing immortal Isidas just because your teammates (read: junkmates) are acting as repair kits.

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They said that even 10% was OP. Imagine facing immortal Isidas just because your teammates (read: junkmates) are acting as repair kits.

Incorrect.

 

I played it at 10%.  It was a joke. 

 

All isida players stopped using it because it was useless.  They disappeared from battles and it had to be reworked again.

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Incorrect.

 

I played it at 10%. It was a joke.

 

All isida players stopped using it because it was useless. They disappeared from battles and it had to be reworked again.

Times have changed, bro. Now there are five-year-olds playing Tanki, and I wouldn't want them to ruin my playing experience other than refuelling enemy's Overdrive.

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Times have changed, bro. Now there are five-year-olds playing Tanki, and I wouldn't want them to ruin my playing experience other than refuelling enemy's Overdrive.

Not sure what you mean and how this applies to fact that 10% vampirism was anything but OP.

 

And pretty sure there are "5-year-olds" using many of the turrets.

 

For the record - I'm not advocating bringing back 50%.  I'm just saying Devs made a weak attempt (at best) to tweak that % to a functional number.  50% too much?   "Well lets nerf it completely to 10% and see how that goes..."    Makes no sense.

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