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More like "High Caliber Shot"

 

"The newest innovation of HEAT ammunition has released to the military market that deals devastating damage. Reloading after firing takes significantly longer."

 

Let me change the pro and con a bit:

 

Pro: 40% + min and max damage.

 

Con: 40% longer reload.

That won't fly.  Gives Thunder better avg damage than stock Rail with a better reload.

 

Smoky has similar alt but the max-dmg buff was only 20% while min-dmg was +50%.

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More like "High Caliber Shot"

 

"The newest innovation of HEAT ammunition has released to the military market that deals devastating damage. Reloading after firing takes significantly longer."

 

Let me change the pro and con a bit:

 

Pro: 40% + min and max damage.

 

Con: 40% longer reload.

 

Nah, that's too much damage.

 

 

 

Is this uranium for thunder without the travel time nerf? Who uses striker then?

Uranium gives striker a 50% increase in damage and two nerfs while the proposed idea gives thunder only 25% increase in damage and a massive nerf in firing rate.

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This page gets lost a lot. You guys should pin it.

 

Alteration ideas for Gauss. It has none so far, and I have some ideas for some alterations that borrow from concepts found in Railgun's and Thunder's alterations list, as well as a couple of more unique ideas.

 

Gauss: Sabot Shells (Removes Gauss splash damage while increasing projectile velocity using arcade shots and damage upon impact.)

 

Removes Splash Damage

Damage (Sniping/Arcade): +20%

Shell Velocity (Arcade): +150%

 

Gauss: Shot Stabilization (Provides similar effects to Railgun's "Shot Stabilization"; minimizes damage spread providing consistent damage.)

 

Minimum Damage (Sniping): +25%

Maximum Damage (Sniping): -20%

 

 

Gauss: Long-Rod Penetrator (Gauss will possess hull penetration. However, shells will not deal explosive damage until the shell hits its penetration limit {3 vehicles} or collides with a solid surface such as a wall or tank corpse. Hull penetration effect only applies in Sniping Mode.)

 

Sniping Mode Hull Penetration: +50% 

Target Limit of Hull Penetration: 3

 

Gauss: Infrared Target Tracking (Allows Gauss to acquire and lock onto targets through solid surfaces not thicker than 2 meters. Decreases Lock On time. Locked on targets will not be fired at through surfaces until direct line of sight is acquired. However, Lock On will only last 5 seconds.)

 

Allows Lock-On through solid surfaces

Duration of Target Lock-On: 5 seconds

Lock-On Speed: +30%

 

Gauss: Hypervelocity Ammunition (Increases Gauss's damage significantly at the cost of increased reload time and reduced minimum damage. Cannot be used with Shot Stablization. Only applies in Sniping Mode.)

 

Maximum Damage (Sniping): +75% (+40% Alternate)

Minimum Damage (Sniping): -50%

Reload: +50%

 

Gauss: Automatic Loader System (Increases Arcade Shot reload speed at the cost of slightly reduced damage.)

 

Reload: -20% (+10% Alternate)

Maximum Damage (Arcade): -10% (-20% Alternate)

Minimum Damage (Arcade): -5% (-15% Alternate)

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Before any of you say that the qausi wallhack alt would be broken overpowered, bear in mind that the number of surfaces that are 2 or less meters thick in Tanki numbers in the double digits, of thousands of objects.The only advantage you will regularly gain from it is the +30% locking speed, which reduces the locking time of M4 from 1.7sec to 1.19sec, just a tad longer than Railgun's charge sequence.

 

EDIT: Alternate stat options for Automatic Loader System and Hypervelocity Ammunition

Edited by GunslingerMongoose

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I generally dislike any alt that increases time between shots (for example Railgun's High Calibre and Striker's Cyclone) because it means that missed shots matter more, so it gets frustrating when your aim gets knocked off, or the target hides right as you're about to finish locking on.

 

Also, fast firing, low damage turrets are more efficient for getting score and kills. Take Vulcan or Twins for example. You're firing at an enemy, you deal exactly the right amount of damage to kill them, and you instantly move on to the next target. With Raigun though, sometimes you shoot, take off 90-95% of their health, and then have to wait for the excruciatingly long reload, during which time the target either hides, uses a repair kit, kills you or gets killed. It's just frustrating.

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I generally dislike any alt that increases time between shots (for example Railgun's High Calibre and Striker's Cyclone) because it means that missed shots matter more, so it gets frustrating when your aim gets knocked off, or the target hides right as you're about to finish locking on.

 

Also, fast firing, low damage turrets are more efficient for getting score and kills. Take Vulcan or Twins for example. You're firing at an enemy, you deal exactly the right amount of damage to kill them, and you instantly move on to the next target. With Raigun though, sometimes you shoot, take off 90-95% of their health, and then have to wait for the excruciatingly long reload, during which time the target either hides, uses a repair kit, kills you or gets killed. It's just frustrating.

 

Well what kind of setback do you think it should have then? The only other good ones are decreasing rotation speed, which would make it into a longer range turret. Or give it a delay before firing like railgun has.

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Well what kind of setback do you think it should have then? The only other good ones are decreasing rotation speed, which would make it into a longer range turret. Or give it a delay before firing like railgun has.

I just don't like it in general. Increasing damage and slowing reload if one of the most basic alts you could have.

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Nerf the Automated gunpowder loading mechanism alteration for Magnum. It's ridiculously overpowered. Any experienced player can easily be first in every battle with it. It's ridiculously cheap as well. And this isn't a suggestion to increase the price, you should nerf it instead. (heavily)

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Nerf the Automated gunpowder loading mechanism alteration for Magnum. It's ridiculously overpowered. Any experienced player can easily be first in every battle with it. It's ridiculously cheap as well. And this isn't a suggestion to increase the price, you should nerf it instead. (heavily)

Explain further please. The reload speed decrease puts it more on par with Stock magnum right now. 

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Nerf the Automated gunpowder loading mechanism alteration for Magnum. It's ridiculously overpowered. Any experienced player can easily be first in every battle with it. It's ridiculously cheap as well. And this isn't a suggestion to increase the price, you should nerf it instead. (heavily)

What kind of nerf would you like it to have?

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This page gets lost a lot. You guys should pin it.

 

Alteration ideas for Gauss. It has none so far, and I have some ideas for some alterations that borrow from concepts found in Railgun's and Thunder's alterations list, as well as a couple of more unique ideas.

 

Gauss: Sabot Shells (Removes Gauss splash damage while increasing projectile velocity using arcade shots and damage upon impact.)

 

Removes Splash Damage

Damage (Sniping/Arcade): +20%

Shell Velocity (Arcade): +150%

 

Gauss: Shot Stabilization (Provides similar effects to Railgun's "Shot Stabilization"; minimizes damage spread providing consistent damage.)

 

Minimum Damage (Sniping): +25%

Maximum Damage (Sniping): -20%

 

 

Gauss: Long-Rod Penetrator (Gauss will possess hull penetration. However, shells will not deal explosive damage until the shell hits its penetration limit {3 vehicles} or collides with a solid surface such as a wall or tank corpse. Hull penetration effect only applies in Sniping Mode.)

 

Sniping Mode Hull Penetration: +50% 

Target Limit of Hull Penetration: 3

 

Gauss: Infrared Target Tracking (Allows Gauss to acquire and lock onto targets through solid surfaces not thicker than 2 meters. Decreases Lock On time. Locked on targets will not be fired at through surfaces until direct line of sight is acquired. However, Lock On will only last 5 seconds.)

 

Allows Lock-On through solid surfaces

Duration of Lock-On: 5 seconds

Lock-On Speed: +30%

 

Gauss: Hypervelocity Ammunition (Increases Gauss's damage significantly at the cost of increased reload time and reduced minimum damage. Cannot be used with Shot Stablization. Only applies in Sniping Mode.)

 

Maximum Damage (Sniping): +75%

Minimum Damage (Sniping): -50%

Reload Speed: -50%

 

Gauss: Automatic Loader System (Increases Arcade Shot reload speed at the cost of slightly reduced damage.)

 

Reload Speed: +20%

Maximum Damage (Arcade): -10%

Minimum Damage (Arcade): -5%

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Before any of you say that the qausi wallhack alt would be broken overpowered, bear in mind that the number of surfaces that are 2 or less meters thick in Tanki numbers in the double digits, of thousands of objects.The only advantage you will regularly gain from it is the +30% locking speed, which reduces the locking time of M4 from 1.7sec to 1.19sec, just a tad longer than Railgun's charge sequence.

 

You'd need to unlock ranks for these alterations so I can gauge its price. 

 

Sabot Shells:

 

 

Seems nice from the start. The shell velocity increase would only apply to the arcade shot. Its velocity would be increased to 625 m/sec. That is faster than M2 Striker's maximum projectile speed. You can't even see how fast that number is on Striker because of its shell acceleration time. It takes 3 seconds for M2 Striker to get to that speed and by that time, the missile already automatically exploded. From what I tested on M0, M2 and M3 Striker, it automatically explodes after around 2.2 seconds. So it doesn't even get to the maximum projectile speed, neither can you see how that looks. I suspect that that would be very fast and may just be close (visually) to an instant hit at close-mid range. 

 

Disabled splash damage is a nice thing for the arcade damage since I don't get that many people in it often and the shot itself (after hitting a surface) doesn't even look like it would deal splash damage. The sniper shot is a different story. For one, you can't take advantage of its superior splash damage distribution to get multiple kills in one shot. On the other hand, at least now you can ram into them and not die. The extra damage in the sniping mode can somewhat make up for its disabled splash damage. I can see this working. Arcade shots would be more menacing while the sniper shots are toned down. This could be an alteration that places more importance on arcade shots.

 

 

Shot Stabilisation:

 

 

Before the Gauss change (when the sniper damage spread was tight), I had thought of an alteration that spread it like they did with the change. After the change now, I reversed it and saw an alteration like this to be likely. 

 

Damage ranges for each modification will look like this:

 

M0: 800-856 

 

M1: 1050-1115

 

M2: 1200-1270

 

M3: 1450-1529

 

M4: 1650-1736

 

The damage spread does not go above 100 damage, it goes to 86 for the most. I like it.

 

 

Long-Rod Penetrator:

 

 

This one...is a bit confusing. The Penetrating power = 50%. That's alright by itself, but then you have the issue of when that round explodes. You'd already deal damage to the 3 players but then the shot would explode and that would be an additional set of damage. I'm curious as to how this would look visually when it's penetrating because it currently explodes on impact with the tank you lock on to. 

 

Some things would need to be adjusted.

 

 

Infrared Target Tracking: 

 

 

This one would be discarded since no prop is thinner than 2 metres. 

 

And the lock-on changes you made there makes no sense. M4 Gauss takes 1.7 seconds to lock on. You state that you set the lock-on time to 5 seconds, then you state that the lock-on speed increases by 30%. It doesn't make sense.

 

 

Hypervelocity Ammunition:

 

 

Well alterations can only be used one at a time unlike how it was before the addition of the last batch in October. 

 

While the reload speed is technically being reduced here (because you placed it as a drawback), it would be easier to understand if you just write "Reload: +50%". 

 

Now, onto the damage statistics when this alteration is equipped:

 

M0: 320-1872       

 

M1: 420-2439

 

M2: 480-2777

 

M3: 580-3344

 

M4: 660-3797

 

Average sniping damage for Stock Gauss:

 

M0: 855

 

M1: 1117

 

M2: 1273

 

M3: 1535

 

M4: 1745

 

Average sniping damage for Hypervelocity Ammunition Gauss:

 

M0: 1096

 

M1: 1429

 

M2: 1628

 

M3: 1962

 

M4: 2228

 

So after equipping this alteration, the Gauss' average splash damage increases by ~28% for each modification. What's the big deal about that? Well, for one, the new average damage allows it to one-shot light hulls of all modifications. And if it can one-shot light hulls without double damage, then with double damage, it would be able to one-shot heavy hulls. And that's just the average damage, the middle ground. That's not even treading higher. This allows you to one-shot medium hulls of the same tier with good leeway and even more leeway if the tier of the medium hull is below that of the HA (Hypervelocity Ammunition) Gauss. 

 

These statistics are a no. The damage increase has to be lowered and the maybe the minimum damage range should be lowered as well. This isn't even factoring in the increased reload. For M4 Gausses, that +50% isn't considerable. It gets considerably the lower you guy. I am dead confident that the only Gausses you'd see in Legend battles would be Hypervelocity Ammunition Gausses. The maximum damage increase needs to be lowered and the minimum damage decrease may need to be decreased even further. I assume you were going for a Shell Destabilisation-esque alteration with this.

 

 

Automatic Loading System:

 

 

Like with Hypervelocity Ammunition, it's better to say "Reload: -20%". Fairly simple alteration. The problem? It becomes too much like Smoky. 

 

Reload time for modifications after the alteration is equipped:

 

M0: 1.6

 

M1: 1.482

 

M2: 1.412

 

M3: 1.294

 

M4: 1.2

 

That is faster than Smoky on all modifications and, the damage decrease isn't even considerable for that reload time decrease. With that damage decrease, the arcade damage is still stronger than both smoky's minimum and maximum damage. I don't think the reload time needs to decrease, if anything, it should be like Assault Emitters for Shaft and increase the arcade damage while increasing the reload.

 

Edited by TheCongoSpider
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You'd need to unlock ranks for these alterations so I can gauge its price. 

 

Sabot Shells:

 

 

Seems nice from the start. The shell velocity increase would only apply to the arcade shot. Its velocity would be increased to 625 m/sec. That is faster than M2 Striker's maximum projectile speed. You can't even see how fast that number is on Striker because of its shell acceleration time. It takes 3 seconds for M2 Striker to get to that speed and by that time, the missile already automatically exploded. From what I tested on M0, M2 and M3 Striker, it automatically explodes after around 2.2 seconds. So it doesn't even get to the maximum projectile speed, neither can you see how that looks. I suspect that that would be very fast and may just be close (visually) to an instant hit at close-mid range. 

 

Disabled splash damage is a nice thing for the arcade damage since I don't get that many people in it often and the shot itself (after hitting a surface) doesn't even look like it would deal splash damage. The sniper shot is a different story. For one, you can't take advantage of its superior splash damage distribution to get multiple kills in one shot. On the other hand, at least now you can ram into them and not die. The extra damage in the sniping mode can somewhat make up for its disabled splash damage. I can see this working. Arcade shots would be more menacing while the sniper shots are toned down. This could be an alteration that places more importance on arcade shots.

 

 

Shot Stabilisation:

 

 

Before the Gauss change (when the sniper damage spread was tight), I had thought of an alteration that spread it like they did with the change. After the change now, I reversed it and saw an alteration like this to be likely. 

 

Damage ranges for each modification will look like this:

 

M0: 800-856 

 

M1: 1050-1115

 

M2: 1200-1270

 

M3: 1450-1529

 

M4: 1650-1736

 

The damage spread does not go above 100 damage, it goes to 86 for the most. I like it.

 

 

Long-Rod Penetrator:

 

 

This one...is a bit confusing. The Penetrating power = 50%. That's alright by itself, but then you have the issue of when that round explodes. You'd already deal damage to the 3 players but then the shot would explode and that would be an additional set of damage. I'm curious as to how this would look visually when it's penetrating because it currently explodes on impact with the tank you lock on to. 

 

Some things would need to be adjusted.

 

 

Infrared Target Tracking: 

 

 

This one would be discarded since no prop is thinner than 2 metres. 

 

And the lock-on changes you made there makes no sense. M4 Gauss takes 1.7 seconds to lock on. You state that you set the lock-on time to 5 seconds, then you state that the lock-on speed increases by 30%. It doesn't make sense.

 

 

Hypervelocity Ammunition:

 

 

Well alterations can only be used one at a time unlike how it was before the addition of the last batch in October. 

 

While the reload speed is technically being reduced here (because you placed it as a drawback), it would be easier to understand if you just write "Reload: +50%". 

 

Now, onto the damage statistics when this alteration is equipped:

 

M0: 320-1872       

 

M1: 420-2439

 

M2: 480-2777

 

M3: 580-3344

 

M4: 660-3797

 

Average sniping damage for Stock Gauss:

 

M0: 855

 

M1: 1117

 

M2: 1273

 

M3: 1535

 

M4: 1745

 

Average sniping damage for Hypervelocity Ammunition Gauss:

 

M0: 1096

 

M1: 1429

 

M2: 1628

 

M3: 1962

 

M4: 2228

 

So after equipping this alteration, the Gauss' average splash damage increases by ~28% for each modification. What's the big deal about that? Well, for one, the new average damage allows it to one-shot light hulls of all modifications. And if it can one-shot light hulls without double damage, then with double damage, it would be able to one-shot heavy hulls. And that's just the average damage, the middle ground. That's not even treading higher. This allows you to one-shot medium hulls of the same tier with good leeway and even more leeway if the tier of the medium hull is below that of the HA (Hypervelocity Ammunition) Gauss. 

 

These statistics are a no. The damage increase has to be lowered and the maybe the minimum damage range should be lowered as well. This isn't even factoring in the increased reload. For M4 Gausses, that +50% isn't considerable. It gets considerably the lower you guy. I am dead confident that the only Gausses you'd see in Legend battles would be Hypervelocity Ammunition Gausses. The maximum damage increase needs to be lowered and the minimum damage decrease may need to be decreased even further. I assume you were going for a Shell Destabilisation-esque alteration with this.

 

 

Automatic Loading System:

 

 

Like with Hypervelocity Ammunition, it's better to say "Reload: -20%". Fairly simple alteration. The problem? It becomes too much like Smoky. 

 

Reload time for modifications after the alteration is equipped:

 

M0: 1.6

 

M1: 1.482

 

M2: 1.412

 

M3: 1.294

 

M4: 1.2

 

That is faster than Smoky on all modifications and, the damage decrease isn't even considerable for that reload time decrease. With that damage decrease, the arcade damage is still stronger than both smoky's minimum and maximum damage. I don't think the reload time needs to decrease, if anything, it should be like Assault Emitters for Shaft and increase the arcade damage while increasing the reload.

 

For ITT, I sorta explained it odd and I do apologize. 

 

The idea is that, after obtaining a Lock-On through a prop, that lock on will only last for five seconds before disengaging. This is to prevent literal spawn sniping (I.E. locking onto to someone then shooting them as soon as they appear from their spawn)

 

Long Rod, I agree that it would require changing how the animation works. However, for a brief second after each shot, a railgun-esque tracer appears. This tracer could be used for the animation of penetrating hulls. 

 

HVA can be toned down from +75% to +40% and still provide a hefty gain to damage without completely wrecking balance. Keeping the -50% min damage would further balance it. Alternatively, keep the +75% max, and reduce the potential minimum by 90%. This leave M0 Gauss with 64 minimum damage, barely higher than Vulcan's bullets or Firebird's napalm. 

 

ALS is the same case, where simply toning down the damage more would balance it better. Or reducing the reload bonus, either way.

 

Also, I'll touch up on the reload speed thing.

 

Before I left, Alterations were locked behind modification level. Each modification level unlocked more unique alts. Railgun's Large Caliber Ammo mod was locked behind M2, for example.

There were rumors that M3 alts would completely change how the turret works while keeping its core stats and functions. So, make of that what you will.

 

For what modification level these alts would have unlocked at under the previous system (and this should roughly translate to rank unlocks), they would be:

 

  • M1 Alts
  1. Sabot Shells
  2. Shot Stabilization
  • M2 Alts
  1. Automatic Loading System
  2. Hypervelocity Ammunition
  • M3 Alts
  1. Long-Rod Penetrator
  2. Infrared Target Tracking

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For Gauss;

 

"Safety Inhibitor Removal"

 

+Lock-on no longer required for charged shots

+20% charge speed

-Holding a full charge for too long (ten seconds or more) slowly burns and damages your tank

-The barrel now glows a bright orange color while charging, making you more visible

 

Description in garage:

 

Following in the footsteps of Shaft, tankers with this alteration can deal devastating damage to enemies at long range. As a downside the excess energy can overload your capacitor bank and cause heat damage, culminating in a large explosion smelling of burnt-out diodes and a spectacular sight for all to see. The last thing the enemy will see is your orange glow of death!

Edited by The-Operator219

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Ugh, so many ideas to write on. 

 

 

For Gauss;

 

"Safety Inhibitor Removal"

 

+Lock-on no longer required for charged shots

+20% charge speed

-Holding a full charge for too long (ten seconds or more) slowly burns and damages your tank

-The barrel now glows a bright orange color while charging, making you more visible

 

Description in garage:

 

Following in the footsteps of Shaft, tankers with this alteration can deal devastating damage to enemies at long range. As a downside the excess energy can overload your capacitor bank and cause heat damage, culminating in a large explosion smelling of burnt-out diodes and a spectacular sight for all to see. The last thing the enemy will see is your orange glow of death!

 

Is there a rank unlock you would like to give this alteration? 

 

It took me a bit to understand what this alteration was supposed to do. 

 

Given Gauss' horrible long-range horizontal tracking, I can see this working out. You'd actually have to aim your sniper shots and/or let the vertical auto-aim do the work. Now, the lock-on system is disabled, but what do you mean by "charge speed"? Is that supposed to decrease the "Acquisition" statistic? Gauss has no "charge speed" so adding 20% to 0 is still 0. For the sake of continuation, let's just assume that it takes 2 seconds to charge a sniping shot. And releasing the fire button before it fully charges would shoot an arcade shot. 

 

When does the barrel glow? In your alteration effect list, you mention that it glows while charging but in the description, it's worded in a way that makes it seem like it glows orange only when it's overcharging. I'll assume that it's the former. And the orange glow can become more noticeable the longer it is being charged for. I like it overall, but two problems arise when handling Gauss with this alteration:

 

1) Impact Force: Since you have to aim your shots manually, it is likely that you will never get a clear shot if two or more players are shooting you at the same time. If it's a Twins player, you may have no chance. Letting the auto-aim do the work from long range is a great way to make this alteration useful. It is better to have the lock-on feature in this case. Because of the need to have precise aim, constant impact force may force you to overcharge while trying to achieve precise aim. 

 

2) Close-range Combat: Gauss' average splash damage is 90% of the total damage done by the shot. Gauss' average splash damage range is 12 metres. That is the range of Thunder's splash damage itself. In that range, it is likely that you would receive just as much damage as the enemy or obstacle you shot. In that situation where you're trying to aim at them while moving, you may need to rock your hull to catch them but they may be close to you and you die as a result. 

 

I can see this working best with Viking only when undetected. From what I'm seeing in your post, it seems as if this is supposed to change your playstyle to be more reserved. Gauss has no laser and without that acquisition reticle, you wouldn't even know if you have your sights on that enemy far away or the wall behind them. 

 

Because of the many turrets that are capable of throwing your aim into the bin, I'd cap the stable charging time to 5 seconds. You get 2 seconds to charge your shot from an arcade to a sniper shot and you have 5 additional seconds to shoot it before you start overheating.

 

Overheating rates:

 

M0: 0.2/s

 

M1: 0.28/s 

 

M2: 0.33/s

 

M3: 0.43/s

 

M4: 0.5/s

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Condensed for brevity

My best idea for unlock would be something like Third Lieutenant. I guess I meant the acquisition speed, yes. The speed the damage ramps up to the maximum at. I meant it charges up, and it glows with increasing intensity as the shot gets more charged. Like the charge beam from Metroid.

 

Gauss is already a pretty reserved/support turret due to how weak it is 1v1 against other turrets, so I don't really see the issue there.

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Ugh, so many ideas to write on. 

 

Is there a rank unlock you would like to give this alteration? 

 

It took me a bit to understand what this alteration was supposed to do. 

 

Given Gauss' horrible long-range horizontal tracking, I can see this working out. You'd actually have to aim your sniper shots and/or let the vertical auto-aim do the work. Now, the lock-on system is disabled, but what do you mean by "charge speed"? Is that supposed to decrease the "Acquisition" statistic? Gauss has no "charge speed" so adding 20% to 0 is still 0. For the sake of continuation, let's just assume that it takes 2 seconds to charge a sniping shot. And releasing the fire button before it fully charges would shoot an arcade shot. 

 

When does the barrel glow? In your alteration effect list, you mention that it glows while charging but in the description, it's worded in a way that makes it seem like it glows orange only when it's overcharging. I'll assume that it's the former. And the orange glow can become more noticeable the longer it is being charged for. I like it overall, but two problems arise when handling Gauss with this alteration:

 

1) Impact Force: Since you have to aim your shots manually, it is likely that you will never get a clear shot if two or more players are shooting you at the same time. If it's a Twins player, you may have no chance. Letting the auto-aim do the work from long range is a great way to make this alteration useful. It is better to have the lock-on feature in this case. Because of the need to have precise aim, constant impact force may force you to overcharge while trying to achieve precise aim. 

 

2) Close-range Combat: Gauss' average splash damage is 90% of the total damage done by the shot. Gauss' average splash damage range is 12 metres. That is the range of Thunder's splash damage itself. In that range, it is likely that you would receive just as much damage as the enemy or obstacle you shot. In that situation where you're trying to aim at them while moving, you may need to rock your hull to catch them but they may be close to you and you die as a result. 

 

I can see this working best with Viking only when undetected. From what I'm seeing in your post, it seems as if this is supposed to change your playstyle to be more reserved. Gauss has no laser and without that acquisition reticle, you wouldn't even know if you have your sights on that enemy far away or the wall behind them. 

 

Because of the many turrets that are capable of throwing your aim into the bin, I'd cap the stable charging time to 5 seconds. You get 2 seconds to charge your shot from an arcade to a sniper shot and you have 5 additional seconds to shoot it before you start overheating.

 

Overheating rates:

 

M0: 0.2/s

 

M1: 0.28/s 

 

M2: 0.33/s

 

M3: 0.43/s

 

M4: 0.5/s

 

 

I think when he says charging speed he means energy consumption.

 

Just like Shaft when it's readying a shot, Gauss "consumes" energy in the gun in order to lock on and fire a shot. This energy is always 100 points, regardless of whatever turret has energy consumption. Because Shaft's one alt that increases energy consumption makes it charge faster, charging speed on Gauss would refer to its lock on speed, or in this case with lock on removed, energy consumption.

 

For the exact numbers:

 

M0 Gauss requires 2.2 seconds to lock and fire. This is an energy consumption of 45.45 NRG/sec

M1 Gauss requires 2.05 seconds. 48.78 NRG/sec

M2 Gauss requires 1.97 seconds. 50.76 NRG/sec

M3 Gauss requires 1.82 seconds. 54.94 NRG/sec

M4 Gauss requires 1.7 seconds. 58.82 NRG/sec.

 

With a 20% buff to energy consumption, this results in:

 

M0: 54.54 nrg/sec

M1: 58.53 nrg/sec

M2: 60.91 nrg/sec

M3: 65.92 nrg/sec

M4: 70.58 nrg/sec

 

These result in a charging time of:

 

M0: 1,83sec ~

M1: 1,7sec ~

M2: 1,64sec ~

M3: 1,51sec ~

M4: 1,41sec ~

 

Overall, +20% energy consumption is about a solid 0.3sec boost to the charging time for Gauss.

Edited by GunslingerMongoose
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My best idea for unlock would be something like Third Lieutenant. I guess I meant the acquisition speed, yes. The speed the damage ramps up to the maximum at. I meant it charges up, and it glows with increasing intensity as the shot gets more charged. Like the charge beam from Metroid.

 

Gauss is already a pretty reserved/support turret due to how weak it is 1v1 against other turrets, so I don't really see the issue there.

Alright, understood.

 

There isn't anything to base the charge off of to increase it by 20%. Putting the 20% increase in speed of the lock-on for it to be the new charging mechanic seems too fast. I'd say 2 seconds of charging for it to turn into a sniping shot, and then 5 additional seconds before overheating to aim at a target and shoot. 

 

I saw the issue because Gauss is harder to aim at a target horizontally when far away (its recommended range).  When you're farther away, auto-aim has a greater effect and helps you a lot, but that is if the target in in your very thin line of sight. I noticed that trying to aim at someone very far away with Gauss is a huge problem because of how limited its lock-on mechanic is horizontally. It feels thinner than Striker's with its laser. So to avoid that, the best way to play this is with something flat (a Viking) at close-mid range so you wouldn't shoot to to near side of them and miss easily. 

 

I was also thinking of increasing the damage of the sniper shot, given that it would be harder to aim with now and can be prone to missing shots. It gives them incentive to keep charging. Either you deal the regular damage of Gauss, or keep charging and risk overheating to gain more damage. 

 

At , that would cost 60,000 crystals. Seeing that M2 Gauss is one of the weaker M2s, it looks like it could fit in there. 

Edited by Kill_the_Propaganda2

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Alright, understood.

 

There isn't anything to base the charge off of to increase it by 20%. Putting the 20% increase in speed of the lock-on for it to be the new charging mechanic seems too fast. I'd say 2 seconds of charging for it to turn into a sniping shot, and then 5 additional seconds before overheating to aim at a target and shoot. 

 

I saw the issue because Gauss is harder to aim at a target horizontally when far away (its recommended range).  When you're farther away, auto-aim has a greater effect and helps you a lot, but that is if the target in in your very thin line of sight. I noticed that trying to aim at someone very far away with Gauss is a huge problem because of how limited its lock-on mechanic is horizontally. It feels thinner than Striker's with its laser. So to avoid that, the best way to play this is with something flat (a Viking) at close-mid range so you wouldn't shoot to to near side of them and miss easily. 

 

I was also thinking of increasing the damage of the sniper shot, given that it would be harder to aim with now and can be prone to missing shots. It gives them incentive to keep charging. Either you deal the regular damage of Gauss, or keep charging and risk overheating to gain more damage. 

 

At , that would cost 60,000 crystals. Seeing that M2 Gauss is one of the weaker M2s, it looks like it could fit in there. 

Given that I do mainly play Viking due to being stuck on mobile until I can get a new pc built, I based this mainly off my experiences with that combo. The best way in my experience to lock on with stock is to either find someone already engaged in something else and use them as a target  to hit everyone else around them, usually after equipping DD and praying they don't decide to move a pixel in either direction or it's all over. I honestly think it should work like my alteration by default, it makes more sense.

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This would be an alteration for isida, available at rank "Colonel" and for 120.000 crystals. (Might be overpriced)

Name: "Plasma Launcher Nanobots" 

Mechanic: You no longer use the beam to heal/attack, rather you fire a ball of nano-charged plasma. (similar to twins or ricohet's projectiles). It heals friendly tanks in small aoe, and deals damage to enemy tanks, also in a small aoe.

 

Here are the examples:

Heal: https://imgur.com/a/wh7UsSZ

Damage: https://imgur.com/nnjNcuS

Projectile mid-air: https://imgur.com/Xfei2kP

 

Advantages: You can heal/attack from more range (dont think too crazy), can heal multiple tanks, but decreased heal for AOE, same for damaging. Has a decent fire rate.

 

Disadvantages: Harder to hit, no auto lock-on, you might miss your shot to heal/damage.

I like this alteration. 

 

This alteration sounded like it increased Isida's range, which it does as you stated. I can see this working only if the ball of plasma disappears after 50 metres (for M4). What I think may be another alternative would be for it to work like the Electric Peashooter's projectiles in Plants vs Zombies 2:

 

 

 

 

 

It would be a slow-moving projectile but whilst it's in the air, it will put a beam on any player that is within range with the projectile (that will be shortened to 12 metres for M4. 

 

 

For these statistics (for your idea), I'm assuming that the energy consumption for each ball equals 80 units so that it can shoot 12 energy balls from that rate and the reload time between the start and the end of those 12 projectiles would give it enough energy to shoot 20 projectiles in total. The problem I'm facing is that it's hard to get the figures for it to shoot those 20 projectiles the same way Ricochet shoots its 29 projectiles at M4 when expending its entire clip. 

 

Statistics:

 

Energy consumption:  =80/s 

 

Range: +250%

 

Damage (per projectile): -75% 

 

Healing (per projectile): -75%

 

Projectile speed: 

 

M0: 37.5 m/s

 

M1: 40.8 m/s

 

M2: 43.02 m/s

 

M3: 47.05 m/s

 

M4: 50 m/s

 

Firing rate: =0.5 seconds

 

 

Secondary information:

 

Projectile radius: 2m

 

Maximum splash damage/healing: 100%

 

Average splash damage/healing: 50%

 

Weak splash damage/healing: 10% 

 

 

 

Maximum splash damage/healing range: 1 metres

 

Average splash damage/healing range: 3 metres

 

Weak splash damage/healing range: 5 metres. 

 

Weak damage/healing %: 25%

 

 

Maximum damage range:

 

M0: 27.5m

 

M1: 30.8m

 

M2: 33.02m

 

M3: 37.05m

 

M4: 40m

 

 

Now, the damage and healing is reduced because of its gained splash damage and, it is able to real 250% further than Stock Isida. So you can be out of the range of what a Stock Isida would be and do damage. This decrease, as well as the maximum damage range statistic, ensures that Isidas will be encouraged to be closer to the target to deal damage, so that it wouldn't have so much of a direct advantage over Stock Isida's range. 

 

Now the plasma projectile will have impact force, this serves a problem for teammates if they're trying to aim. So it wouldn't have much impact force as to disrupt allies' focus. The scoring system for healing when using this alteration would have to be adjusted though, since you'd be able to heal multiple players at once. 

 

The plasma will stay in the air for a maximum of one second. After that, it would fade away the same way Ricochet's projectiles fade away. 

 

How the firing mechanism will work is you hold down spacebar for 1 second to charge the Isida and then it will shoot the projectiles every 0.5 seconds until you stop pressing spacebar. 

 

It will shoot one projectile that is of a certain colour and anyone within the radius of the projectile's explosion will either be damaged or healed, depending on whom it is that got hit. TO work around that a bit, we can make it so that depending on what tank it hits, the explosion of the plasma projectile will be either green for an ally or the current Isida shot colour for an enemy. 

 

You mention that there is no auto-aim when using this alteration. That wouldn't be so great with hulls besides Viking since Hunter rocks often and the projectiles would go over the enemy or ally or hit the ground. I'd suggest adding auto-aim to it. 

 

The last thing is self-damage/healing in theory. It would make sense if you drive into a wall and shoot at it, you should be healed or damage. This would be disabled only for the user itself as self-heal like that is too unbalanced and Isida shouldn't have to worry about self-destructing when an enemy is up on them. The Nanobots would be able to distinguish between its user and the enemies and allies of that user. 

Edited by TheCongoSpider

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Shaft Alteration: Long-Range Healer

 

This is just an idea I had in battle today, don't trash it ;)

So, how about there's a Shaft alt, name TBD, that takes away all sniping capabilities, and reduces the arcade shots to about 1/3 strength. So basically, an easy target close-range (or far-range). To make up for it being so weak, it is the ultimate long-range healer and a camper extraordinaire. It heals, at a rate slightly faster than Isida, with its laser. To heal a teammate, you focus the laser on their tank and they will slowly regain health, as I said slightly better than Isida - just worse than the Support nanobots alt. The reason for this is so that you can camp in your base and heal anyone in the field. I don't know if it needs to be a bit stronger offensively or a bit weaker healing, but no doubt either @TheCongoSpider, , or @Renomen will come on here with what they think are balanced figures. 

Sorry this is convoluted, but what do you think of the idea?

 

Available at:

Price: 70K

 

Adding two more things to the explanation here. 

 

1). I was thinking, while you're charging up, you can shoot your ally for a specific number of HP healed that would = 500 when the turret auto-exits sniping mode after the 10 seconds of charging is up. At least that way, you can get in a little bit of healing if the ally is about to go behind an obstacle. 

 

2). This would would allow it to boast TWO sniping modes - damage and healing. One button would be for scoping in for damage and the other would be for scoping in for healing. The one for damage has the same energy consumtion rate of 250 unties per second like Stock Shaft does while the healing sniping mode would have the same characteristics as I had listed in the earlier post. 

 

Statistics for damage: 

 

M0: 700

 

M1: 885.29

 

M2: 1091.11

 

M3: 1235.14

 

M4: 1647

 

That would be the statistics if they were tailored for Shaft's damage statistic increase. If we were to lock it to a simple % decrease for all modifications, I'd put it at a 50% decrease in sniper damage.

 

The problem with this whole thing is having two separate keys for damage sniping and healing sniping. The primary use for this alteration should be healing so that would be set to spacebar. What other button would be for damaging? I'd put mine at Numpad 0. The only other option is to put it as spacebar for one of them and mouse-control left click for the other one. 

Edited by TheCongoSpider

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Adding two more things to the explanation here. 

 

1). I was thinking, while you're charging up, you can shoot your ally for a specific number of HP healed that would = 500 when the turret auto-exits sniping mode after the 10 seconds of charging is up. At least that way, you can get in a little bit of healing if the ally is about to go behind an obstacle. 

 

2). This would would allow it to boast TWO sniping modes - damage and healing. One button would be for scoping in for damage and the other would be for scoping in for healing. The one for damage has the same energy consumtion rate of 250 unties per second like Stock Shaft does while the healing sniping mode would have the same characteristics as I had listed in the earlier post. 

 

What if was just based on if you hit an ally or enemy with it?

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What if was just based on if you hit an ally or enemy with it?

I'm trying to make it change the Shaft's playstyle or behaviors in battle. 

 

I had thought of what you're suggesting there at first, but the problem was the clashing parameters of Healer Shaft and Damage Shaft. 

 

The dominant Shaft in this alteration is the Healer Shaft, so the parameters of that are set. But if you were to try to do damage, it would take 10 seconds just to accumulate 1647 damage at M4. And the alteration is about shining a laser on your ally to heal them, it's not to hit them with a charged shot of over 3,300 HP. It can be made so that shining the laser on enemies would deal tick damage and maybe overheating damage after the 8 seconds of charging. 

 

For the damaging beam, the damage could be:

 

M0: 500

 

M1: 632.35

 

M2: 779.37

 

M3: 882.24

 

M4: 1000

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Adding two more things to the explanation here. 

 

1). I was thinking, while you're charging up, you can shoot your ally for a specific number of HP healed that would = 500 when the turret auto-exits sniping mode after the 10 seconds of charging is up. At least that way, you can get in a little bit of healing if the ally is about to go behind an obstacle. 

 

2). This would would allow it to boast TWO sniping modes - damage and healing. One button would be for scoping in for damage and the other would be for scoping in for healing. The one for damage has the same energy consumtion rate of 250 unties per second like Stock Shaft does while the healing sniping mode would have the same characteristics as I had listed in the earlier post. 

 

Statistics for damage: 

 

M0: 700

 

M1: 885.29

 

M2: 1091.11

 

M3: 1235.14

 

M4: 1647

 

That would be the statistics if they were tailored for Shaft's damage statistic increase. If we were to lock it to a simple % decrease for all modifications, I'd put it at a 50% decrease in sniper damage.

 

The problem with this whole thing is having two separate keys for damage sniping and healing sniping. The primary use for this alteration should be healing so that would be set to spacebar. What other button would be for damaging? I'd put mine at Numpad 0. The only other option is to put it as spacebar for one of them and mouse-control left click for the other one. 

 

 

What if, purely for the sake of simplicity, the healing function worked like Isida? I.E. aiming at an ally causes healing, and aiming at an enemy causes damage. There's no need for 2 buttons and this overcomplex feature. 

 

I should also mention the concept of a Shafsida has existed for a longgggg time, and has been turned down or ignored virtually everytime it was brought up. You should search for Shafsida in the forum search function, because if I'm not mistaken, I was the one who originally coined the term. 

 

/shrug

 

EDIT: I forgot that the term is actually in Ideas for Turrets!, rather than actually here. Either way, it exists.

 

EDIT 2: Here's the link to the post I made with the term. It's the only post with the term in the thread. http://en.tankiforum.com/index.php?showtopic=249967&page=125&do=findComment&comment=6292939

Edited by GunslingerMongoose

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What if, purely for the sake of simplicity, the healing function worked like Isida? I.E. aiming at an ally causes healing, and aiming at an enemy causes damage. There's no need for 2 buttons and this overcomplex feature. 

That was the original idea that I talked about here.

 

I posted damage statistics for a damaging laser which is above your last post. 

 

I should also mention the concept of a Shafsida has existed for a longgggg time, and has been turned down or ignored virtually everytime it was brought up. You should search for Shafsida in the forum search function, because if I'm not mistaken, I was the one who originally coined the term. 

 

/shrug

 

EDIT: I forgot that the term is actually in Ideas for Turrets!, rather than actually here. Either way, it exists.

 

EDIT 2: Here's the link to the post I made with the term. It's the only post with the term in the thread. http://en.tankiforum.com/index.php?showtopic=249967&page=125&do=findComment&comment=6292939

I'm looking forward to this being an in-game alteration. I can see it happening but not with the next batch of alterations that may be coming soon. 

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