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alright i did not make any for gauss yet...

 

Gauss alt PinPoint Aiming System

 

Damage increase by 20% (only effects charged shots) charged shot has a chance to do critical damage

critical damage + 30%, critical chance 30%

no splash damage 

charge time is 30% longer

 

Guass alt  Small Fire Rounds

 

Charge time is -1 second                                                                           

damage -20% 

10% chance to get burning effect after each charged shot, lasts 5 seconds, 7% of your damage = the burning damage for 5 seconds

 

Gauss alt  Shockwave Rounds

 regular/charged/explosion impact force + 300

Rotation speed - 50%

 

gauss alt Destroyer

regular damage +50%

charged damage +50%

projectile speed -50%

charge time +50%

gauss alt BlackHole

Charge damage +150%

rotation speed -20%

charged shot has projectile speed, speed is the same as regular shot

charge time +20%

 

gauss alt Sniper Modification

charge time -30%

no regular shots, can only use sniper mode

reload + 10%

gauss alt ColdFire

charged shot freezes tanks and then adds burning effect, splash damage adds burning and freeze

charge damage - 40%

Edited by TheReaperLeviathan
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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)

Thanks for the ranks. 

 

The wording with this one seems a bit confusing as well. What I first got from it was that the grace time for for losing aim of the target is increased to 5 seconds. Then I read it over and it sounded like after the reticle appears, you only have 5 seconds to lock on before it automatically disappears. 

 

I don't see how any of those two would prevent spawn-sniping.

 

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. 

Understandable with the animation butt here is still the issue of dealing two sets of damage. What it if goes through two tanks, does damage, and then hits a wall right behind them? They'd receive two sets of damage which would total to kill because of Gauss' strong splash damage distribution. 

 

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. 

I'd choose the former over the latter option. If the increase in maximum damage is higher than the decrease in minimum damage, then the average damage will increase; the opposite occurs when the increase in maximum damage is less than the decrease in minimum damage. 

The larger the difference, the higher the average becomes.

 

With the former, the average damage would be less than the latter and would be more balanced. 

 

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.

I still don't like that decreased reload for arcade shoots. Smoky would lose some of its effectiveness. It should be like Shaft's Assault Emitters where it increases the damage but also increases the reload time. 

 

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

For that M3 thing, they scrapped that idea for what we currently have - being able to equip only one alteration at a time. 

 

You can take a look at the rank unlock and price changes here. 

 

Sabot Shells:

 

Shot Stabilisation:  

 

Automatic Loading System:

 

Hypervelocity Ammunition:

 

Long-Rod Penetrator:

 

Infrared Target Tracking:

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alright i did not make any for gauss yet...

 

Gauss alt PinPoint Aiming System

 

Damage increase by 20% (only effects charged shots) charged shot has a chance to do critical damage

critical damage + 30%, critical chance 30%

no splash damage 

charge time is 30% longer

 

Guass alt  Small Fire Rounds

 

Charge time is -1 second                                                                           

damage -20% 

10% chance to get burning effect after each charged shot, lasts 5 seconds, 7% of your damage = the burning damage for 5 seconds

 

Gauss alt  Shockwave Rounds

 regular/charged/explosion impact force + 300

Rotation speed - 50%

 

gauss alt Destroyer

regular damage +50%

charged damage +50%

projectile speed -50%

charge time +50%

gauss alt BlackHole

Charge damage +150%

rotation speed -20%

charged shot has projectile speed, speed is the same as regular shot

charge time +20%

 

gauss alt Sniper Modification

charge time -30%

no regular shots, can only use sniper mode

reload + 10%

gauss alt ColdFire

charged shot freezes tanks and then adds burning effect, splash damage adds burning and freeze

charge damage - 40%

PinPoint:

 

One of the key selling features of Gauss's Sniper Mode is the absurdly large splash radius of 20 meters. That's 1 meter smaller than Magnum's. I think instead of outright removing it, it would make more sense to cut the splash radius in half (to 10 meters), while still maintaining the potential critical hit effect. Critical hits can only effect the tank that the shot hit, and cannot affect tanks within the splash radius.

 

Small Fire Rounds:

 

I don't see a point to adding self burning damage to shots when the damage is being reduced by 20%. Ideally, reducing the damage by 20% would be enough to overall balance an alteration like this.

 

Shockwave Rounds:

God. Please. NO. Gauss has insanely high impact force in Sniper Mode. This is because its impact force is actually a culmination of 2 impact force ratings. The first is the rating of the initial shot impacting the target. This is 700 at M4. The second is the rating of the explosion's impact in Sniping Mode. This is 900 at M4. Combined, these two values make for 1,600 Impact force, the highest in the game. Your proposal would apply 300 more impact force, at 1,900. This can and likely will flip M4 medium hulls in a single shot. Considering M4 Gauss's turret rotation speed is 90 degrees per second, a reduction to 45 degrees per second would not be sufficient to balance the fact this turret could outright flip medium hulls in a single shot.

 

 

 

I'd like to say that because TO has never confirmed what unit of measurement Impact Force is rated in, it's impossible to know just how much force is being exerted by various weapons. Certain hulls are easily thrown around by weapons with seemingly little impact force (Twins vs. Wasp) when a the same turret firing at a heavier hull as a noticeably lessened effect (Twins vs. Viking). In order to accurately measure impact force, I believe a large scale experiment must be done on all hulls in the game using all turrets at every single possible modification and MU level, to determine the exact amount of impact each turret deals. This test would theoretically take YEARS to complete, and the game may well die before then.

 

However, as it stands now, it stands to reason that impact force is measure using some form of measurement involving pressure applied to an object, in this case we'll use psi. This is almost undoubtedly wrong, but helps illustrate just how much force is potentially being exerted on hulls in TO. 700psi is roughly 4.8 megapascals. 4.8 megapascals is approximately 4.8m newtons of force. Again, this is almost certainly wrong but would stand to reason. Feel free to put your thoughts on what unit impact force is measured in.]

 

 

 

Destroyer: 

 

This literally provides no appreciable down sides for a massive gain in damage. Sniper Mode shots are hitscan only, and an increase to charging time of 50% would make M4's Gauss's lock on time 2.55sec, harder an issue for players who can aim or are using heavy hulls. 

 

Black Hole:

 

Again, this provides a massive gain in damage with no appreciable downside. At 250m/s, the shell velocity of Gauss is hardly difficult to work with, It just takes some practice to become accustomed to it. With 150% the potential damage, this would see M4 Gauss oneshotting M4 heavy hulls without DD, and that's not accounting for applicable splash damage, would could comfortably kill mediums and lights.

 

Sniper Modification:

 

I would actually use this. I find poor utility in the arcade shots short of finishing off tanks that didn't die to a sniper shot (pesky light hulls), however I would ask that an accompanying bonus also be an increase of 10% to damage. \

 

ColdFire: 

 

Just use Freeze...

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PinPoint:

 

One of the key selling features of Gauss's Sniper Mode is the absurdly large splash radius of 20 meters. That's 1 meter smaller than Magnum's. I think instead of outright removing it, it would make more sense to cut the splash radius in half (to 10 meters), while still maintaining the potential critical hit effect. Critical hits can only effect the tank that the shot hit, and cannot affect tanks within the splash radius.

 

Small Fire Rounds:

 

I don't see a point to adding self burning damage to shots when the damage is being reduced by 20%. Ideally, reducing the damage by 20% would be enough to overall balance an alteration like this.

 

Shockwave Rounds:

God. Please. NO. Gauss has insanely high impact force in Sniper Mode. This is because its impact force is actually a culmination of 2 impact force ratings. The first is the rating of the initial shot impacting the target. This is 700 at M4. The second is the rating of the explosion's impact in Sniping Mode. This is 900 at M4. Combined, these two values make for 1,600 Impact force, the highest in the game. Your proposal would apply 300 more impact force, at 1,900. This can and likely will flip M4 medium hulls in a single shot. Considering M4 Gauss's turret rotation speed is 90 degrees per second, a reduction to 45 degrees per second would not be sufficient to balance the fact this turret could outright flip medium hulls in a single shot.

 

 

 

I'd like to say that because TO has never confirmed what unit of measurement Impact Force is rated in, it's impossible to know just how much force is being exerted by various weapons. Certain hulls are easily thrown around by weapons with seemingly little impact force (Twins vs. Wasp) when a the same turret firing at a heavier hull as a noticeably lessened effect (Twins vs. Viking). In order to accurately measure impact force, I believe a large scale experiment must be done on all hulls in the game using all turrets at every single possible modification and MU level, to determine the exact amount of impact each turret deals. This test would theoretically take YEARS to complete, and the game may well die before then.

 

However, as it stands now, it stands to reason that impact force is measure using some form of measurement involving pressure applied to an object, in this case we'll use psi. This is almost undoubtedly wrong, but helps illustrate just how much force is potentially being exerted on hulls in TO. 700psi is roughly 4.8 megapascals. 4.8 megapascals is approximately 4.8m newtons of force. Again, this is almost certainly wrong but would stand to reason. Feel free to put your thoughts on what unit impact force is measured in.]

 

 

 

Destroyer: 

 

This literally provides no appreciable down sides for a massive gain in damage. Sniper Mode shots are hitscan only, and an increase to charging time of 50% would make M4's Gauss's lock on time 2.55sec, harder an issue for players who can aim or are using heavy hulls. 

 

Black Hole:

 

Again, this provides a massive gain in damage with no appreciable downside. At 250m/s, the shell velocity of Gauss is hardly difficult to work with, It just takes some practice to become accustomed to it. With 150% the potential damage, this would see M4 Gauss oneshotting M4 heavy hulls without DD, and that's not accounting for applicable splash damage, would could comfortably kill mediums and lights.

 

Sniper Modification:

 

I would actually use this. I find poor utility in the arcade shots short of finishing off tanks that didn't die to a sniper shot (pesky light hulls), however I would ask that an accompanying bonus also be an increase of 10% to damage. \

 

ColdFire: 

 

Just use Freeze...

 

Was just about to get on this. It's kind of demotivating to review these since I don't get feedback from him. 

 

Shockwave Rounds is basically the first alteration I proposed to myself for Gauss. Extra impact force for a downside. But with the buff it received recently, it doesn't need the alteration. 

 

And a hull's weight is also a factor in determining how much a tank is displaced from impact force. 

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Thanks for the ranks. 

 

The wording with this one seems a bit confusing as well. What I first got from it was that the grace time for for losing aim of the target is increased to 5 seconds. Then I read it over and it sounded like after the reticle appears, you only have 5 seconds to lock on before it automatically disappears. 

 

I don't see how any of those two would prevent spawn-sniping.

 

Understandable with the animation butt here is still the issue of dealing two sets of damage. What it if goes through two tanks, does damage, and then hits a wall right behind them? They'd receive two sets of damage which would total to kill because of Gauss' strong splash damage distribution. 

 

I'd choose the former over the latter option. If the increase in maximum damage is higher than the decrease in minimum damage, then the average damage will increase; the opposite occurs when the increase in maximum damage is less than the decrease in minimum damage. 

The larger the difference, the higher the average becomes.

 

With the former, the average damage would be less than the latter and would be more balanced. 

 

I still don't like that decreased reload for arcade shoots. Smoky would lose some of its effectiveness. It should be like Shaft's Assault Emitters where it increases the damage but also increases the reload time. 

 

For that M3 thing, they scrapped that idea for what we currently have - being able to equip only one alteration at a time. 

 

You can take a look at the rank unlock and price changes here. 

 

Sabot Shells:

 

Shot Stabilisation:  

 

Automatic Loading System:

 

Hypervelocity Ammunition:

 

Long-Rod Penetrator:

 

Infrared Target Tracking:

Kinda hard to explain this one.

 

Basically, think of it like this:

 

You are roaming around, waiting for a target. You obtain a lock on on a target that was behind a 2 meter thick surface at a medium distance. You have exactly 5 seconds after obtaining a lock on to fire at that target (I.E. come into line of sight) or else the lock on disappears and you cannot get another lock on on that target for a few seconds. Basically at M4, a Gauss would do this:

 

Obtain Lock-On (1.7sec) 

Maintain Lock-On until Fired or Expired (5sec)

Same Target Lock-On Delay (3sec) 

 

For Long-Rod, the rank you put it at would mean that players are popping repair kits and DA's as soon as they take any significant damage. This makes the secondary set of damage virtually irrelevant, however I understand what you mean. Perhaps the splash radius with the alteration could be reduced by 50%, to prevent dealing massive damage to players who were just hit by a penetrating shot and then by splash damage. 

 

Also, sorry about the ranks thing. I'm not clear on how TO put what modifications at which ranks and at what prices, but I knew the old system and that was more familiar to me. Things have changed after I left and came back lol.

 

I'm also saddened by the fact that my M1 Thunder no long has a more orange-ish tint to its explosions now because of that change to shell colors. T^T

 

They should have left ballistic turrets alone since they don't have color mods.

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"Nailshot"

Turret; Vulcan

Unlock rank; WO5

Price; 50,000

 

+Shots now have a 20% chance (per second of continuous fire) of immobilizing targets for five seconds. 20% spin up/down speed reduction.

-30% reduction to overall turret rotation speed, immobilization chance only present when within the effective range of the turret.

 

"Several tankers, possibly after a night of drinking, decided to replace the bullets in their Vulcans with nails from a brad nailer they had lying around in the garage. Such projectiles while nonfunctional on other turrets surprisingly were perfectly adequate ammunition for Vulcan. While the added benefit of the nails pinning targets in place was an advantage, the specialized drums required to house and feed this ammunition weighed the turret down in such a way it hindered rotation. As an upside the smaller overall size of the projectiles means the onboard targeting systems can begin shredding enemies even faster, allowing for factory-like precision!"

Edited by The-Operator219

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Challenges just bring out people with OP drones and alterations, and since we can't just remove challenges or make a separate MM button for challenge participants, here's idea C:

Add protection modules that provide up to 25 to 30% additional protection against specific alterations, with 9 to 12 slots.

Encountered a fire alteration user? Equip the appropriate alteration protection module, and they'll now deal less normal damage and less burning damage and you won't be as heated up.

Encountered a freeze alteration user? Equip the appropriate alteration protection module, and they'll deal less normal damage and you won't be as frozen.

Mine alteration? They'll deal less damage normal and mined.

And so on and so forth.

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I had a similar idea, except it's for ODs. 

 

Against a Hunter: Stun doesn't last as long (depending on strength of protection)

Against a Titan: Can deal more damage through the dome 

Against a Hornet: Max protection inhibits the user from seeing your health bar, min protection makes the range to see it shorter

Against a Wasp: It's protection. Essentially the range goes down, so you can be closer to the bomb and not get killed

Against a Dictator: Removes freezing at max protection, makes less freezing at min

Against a Viking: gives additional protection against whatever turret the Viking is using, but only for the duration of the OD

Against a Mammoth: Not sure yet, but could possibly have the ability to deal increasing amounts of dmg against the Mammoth as the protection gets better

 

This was kinda on the spot. It would actually be good, because it would be an additional source of income for devs and would be a minor annoyance for F2P or light buyers, since it only comes into play during ODs. Of course they wouldn't be called protection; they could have their own slot in the garage, three additional slots just for "protection" against ODs. 

 

@TheCongoSpider can give us some prices, rank unlocks, and any details that he thinks fit.

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Hazel said that the current modules system is outdated now that fire damage is no longer tied to firebird. So from what I understand, they do plan to rework the system to make it so that a single module protects from all types of that turret's effects and damage.

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Hazel said that the current modules system is outdated now that fire damage is no longer tied to firebird. So from what I understand, they do plan to rework the system to make it so that a single module protects from all types of that turret's effects and damage.

Lemme guess: new HTML5 version? :P

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Lemme guess: new HTML5 version? :P

Yeah, pretty much. In the stream I'd say around 40% of answers involved "after HTML5 is released".

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Hazel said that the current modules system is outdated now that fire damage is no longer tied to firebird. So from what I understand, they do plan to rework the system to make it so that a single module protects from all types of that turret's effects and damage.

Would it give the user additional protection against none fire, freeze, and mine alterations like uranium, auto cannon, sledgehammer, rapid fire mode, duplet, minus field stabilization, round destabilization, scout, LCR, hyperspace rounds etc?

 

If hazel just plans on making balance changes to each and everyone of them, then we might as well call it a global update.

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Would it give the user additional protection against none fire, freeze, and mine alterations like uranium, auto cannon, sledgehammer, rapid fire mode, duplet, minus field stabilization, round destabilization, scout, LCR, hyperspace rounds etc?

No, why would it? Those alts still just deal basic damage, so they will provide the usual protection - up to 50%.

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Hello i have an idea for the alteration of gauss turret 
1.The electro gun
+ electrifie enemy tanks with the charged shot

- longer charge

- lower damage 
2. nuclear bullet

+ bigger splash damage

+-  max and min damage is increased 

- longer reload

3. rapid fire

- no splash damage

+ faster reload  

4. laser beam

+ charged shots do more damage

- no splash damage 

5. hell rounds

+ charged shots do fire damage (does fire damage only to the tank he hit)

- lower damage  

6. charger

+ no self damage

- no splash

+ moar damage

- longer reload

 

 

(Tell me what you think about this)  

 

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-shockwave- (needs name change)

 

Turret-Magnum

Unlock rank- Major

Cost-75k

   a decent defensive choice, stun isn't too long but long enough so that a teammate can pop a shot off and finish the flag carrier. high damage remains unchanged but radius is now only 16 meters for minimum and 4 instead of 5 for maximum

 

All tanks in the splash damage radius are stunned for 1.35 seconds.

 

Splash damage radius, minimum, and maximum-  -20%

 

projectile speed+15%, trades with recoil +15%

Edited by stevami317

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"Nailshot"

Turret; Vulcan

Unlock rank; WO5

Price; 50,000

 

+Shots now have a 20% chance (per second of continuous fire) of immobilizing targets for five seconds. 20% spin up/down speed reduction.

-30% reduction to overall turret rotation speed, immobilization chance only present when within the effective range of the turret.

 

"Several tankers, possibly after a night of drinking, decided to replace the bullets in their Vulcans with nails from a brad nailer they had lying around in the garage. Such projectiles while nonfunctional on other turrets surprisingly were perfectly adequate ammunition for Vulcan. While the added benefit of the nails pinning targets in place was an advantage, the specialized drums required to house and feed this ammunition weighed the turret down in such a way it hindered rotation. As an upside the smaller overall size of the projectiles means the onboard targeting systems can begin shredding enemies even faster, allowing for factory-like precision!"

so the chances of stunning are about as much as m4 smoky crit chance , and stuns for as long as hunter overdrive

50k cry this is the new meta, 

Edited by stevami317

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-Nuclear reactor-

This is meant to be the slightly op magnum alteration,  which magnum lacks.

Unlock rank- brigadier, cost- 180k

  with double damage it should one shot viking 9/10 and hunter 8/10 times, but the recoil will easily flip over annoying wasp-magnum users. leaves a trail so people know where you camp ;)

Maximum damage- +40%

Minimum damage- +15%

 

All shots leave a neon green trail that is easily visible from anywhere in the map for 5 secs

 

Recoil +40%  ( To discourage usage with any mobile hull )

 

Minimum damage radius -10%

Magnum's "OP alteration" is currently Mortar, after its buff. And why should a turret have an OP alteration? 

 

This alteration idea is terribly imbalanced. Its disadvantages do not make up for its advantages. With the damage increase you proposed, this will increase the average damage for each modification of Magnum for it to be able to comfortably one-shot an unprotected light hull without using double damage. And in comfortably one-shotting light hulls without double damage, with double damage, you can comfortably one-shot heavy hulls. That is a no.

 

Leaving a neon green trail would allow the enemies to know it's a Nuclear Reactor Magnum shooting at them, but if they try to get it, chances are, with that damage range, you'd kill them before they reach you. The minimum damage radius decrease would be negligible in this case. If you want to put more damage on Magnum, a slower reload is necessary. 

 

At , alterations would cost 140k crystals. 

 

-Shockwave-

 

Turret-Magnum

Unlock rank- Major

Cost-75k

seems like a decent defensive choice idk

 

All tanks in the splash damage radius are stunned for 1.35 seconds.

 

Splash damage radius, minimum, and maximum-  -25%

 

projectile speed+15%, trades with recoil +15%

 

Much better than the last one. 

 

I am opposed to letting a turret have the ability to stun players at random because of it tampering with Hunter's uniqueness, as well as its effects on charging turrets such as Railgun, Shaft, Vulcan and Magnums. Now, a 1-second stun is good enough. 

 

A 25% decrease in the splash damage radius is noticeable, but not small enough for something that will be stunning the enemy. 

 

The 25% decrease in damage is good. 15% more recoil may not be noticeable, although the projectile speed increase will. 

 

At , alterations would cost 90k crystals. 

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Magnum's "OP alteration" is currently Mortar, after its buff. And why should a turret have an OP alteration? 

 

This alteration idea is terribly imbalanced. Its disadvantages do not make up for its advantages. With the damage increase you proposed, this will increase the average damage for each modification of Magnum for it to be able to comfortably one-shot an unprotected light hull without using double damage. And in comfortably one-shotting light hulls without double damage, with double damage, you can comfortably one-shot heavy hulls. That is a no.

 

Leaving a neon green trail would allow the enemies to know it's a Nuclear Reactor Magnum shooting at them, but if they try to get it, chances are, with that damage range, you'd kill them before they reach you. The minimum damage radius decrease would be negligible in this case. If you want to put more damage on Magnum, a slower reload is necessary. 

 

At , alterations would cost 140k crystals. 

 

 

Much better than the last one. 

 

I am opposed to letting a turret have the ability to stun players at random because of it tampering with Hunter's uniqueness, as well as its effects on charging turrets such as Railgun, Shaft, Vulcan and Magnums. Now, a 1-second stun is good enough. 

 

A 25% decrease in the splash damage radius is noticeable, but not small enough for something that will be stunning the enemy. 

 

The 25% decrease in damage is good. 15% more recoil may not be noticeable, although the projectile speed increase will. 

 

At , alterations would cost 90k crystals. 

i was just about the delete the first one when i realized it was TOO op, but the forum crashed for me.

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Related to the old rumored freezing magnum alt, i do think magnum needs an alt

  Please tweak this i am not good at alt creating.

Cryo Cannon

 

Brigadier cost 140k

In effect it should do a little bit more than a thunder round  with freeze effect but also with the hassle of the weird aiming system. However for those who can aim well,  reload is also improved. Utmost important in ctf defense when used by a pro.

   

   Shots will freeze targets for 1.15 second, reducing speed by 80%. Applies to all blast targets, and  within max damage range will have their accel. reduced by 20% as well ( a nerfed version of freeze side effect)

    Reload time decreased by 15%

 

     Minimum damage range reduced by 40%

     Damage reduced by 25%

   

 

 

   

    

Edited by stevami317

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-shockwave- (needs name change)

 

Turret-Magnum

Unlock rank- Major

Cost-75k

   a decent defensive choice, stun isn't too long but long enough so that a teammate can pop a shot off and finish the flag carrier. high damage remains unchanged but radius is now only 16 meters for minimum and 4 instead of 5 for maximum

 

All tanks in the splash damage radius are stunned for 1.35 seconds.

 

Splash damage radius, minimum, and maximum-  -20%

 

projectile speed+15%, trades with recoil +15%

I just can imagine how it would look likę in Noice map, pro battlers will understand the thing, reds dominating all the time because of 5~ magnum users who ham blue team "kinder garden". So 4 magnum with that kind of alteration will keep enemy team half of the time stunned.

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Hello i have an idea for the alteration of gauss turret 

1.The electro gun

+ electrify enemy tanks with the charged shot

- longer charge

- lower damage 

 

What do you mean by electrify? Do you mean the tank will be stunned? If so, that's bordering on Hunter's Overdrive's uniqueness. 

 

By "longer charge", I'm assuming that you mean a longer acquisition time. 

 

 

Now, you didn't list any parameter changes so I'll have to make up some to attempt to fit this in with the game's balance. 

 

First, we need to duration of the stun. A 1-second stun would suffice for this. Gauss has a large splash damage radius, so anyone caught within that range would be stunned for one second. This will pose many problems for turrets like Railgun, Shaft and Vulcan that require time to charge up in order to deal damage. So that inconvenience will bring us to the damage decrease.

 

The ability to stun any player in the radius can be game-changing. So the loss of damage needs to be considerable. I'd say a 40% damage decrease. 

 

I do not see how this changes one's playstyle of Gauss.

 

 

2. nuclear bullet

+ bigger splash damage

+-  max and min damage is increased 

- longer reload

 

Ok, the classic "more damage for a longer reload" alteration. 

 

Now, Gauss' damage is already pretty huge. It is able to one-shot light hulls of each of its modifications. Increasing the damage is increasing the likelihood of one-shotting light hulls.  

 

A good 20% increase should be the limit. That would put M4 Gauss' average damage at 2,094 damage. 

 

There has never been an alteration that has increased the splash damage radius. If you would like to increase that, you would need to increase other parametres that tie into that:

 

You're proposing a larger splash damage radius. Magnum currently has the targets splash damage radius at 21 metres while Gauss boasts the 2nd largest with 20 metres. A reasonable extension would allow Gauss to have a larger splash damage radius than Magnum which may take away one of the things that makes Magnum stand out.

 

Let's put the weak splash damage radius at 25 metres. The maximum and average splash damage radius may need to change. Currently, for Gauss, it's:

 

Maximum splash damage radius: 2m

 

Average splash damage radius: 12m

 

Minimum splash damage radius: 20m

 

With an alteration that increases its damage, I would keep the maximum and average splash damage radius the same since the average splash damage for Gauss is 90% of the total damage. That shouldn't stir up too many problems.

 

Next, we have the reload. I would extend the "reload increase" to an increase in the acquisition time. So I'd put a 20% increase on the acquisition time and a 50% increase in the sniping shot reload time. 

 

I'd put this at an unlock rank of , which would make it cost 90,000 crystals.

 

 

3. rapid fire

- no splash damage

+ faster reload    

 

You didn't specify whether or not this would apply to both arcade and sniping mode or just the sniping mode. I see no reason for it to apply to the arcade mode so it will only be for the sniping mode:

 

Obviously, losing out on splash damage with Gauss is something huge. It has the best splash damage distribution in the game right now and can easily land you triple and quadruple kills on unprotected enemies. With that said, there should be some good compensation for losing out on that. 

 

That good compensation would be in the form of a 33% decrease in the sniping shot reload time and a 20% increase in the impact force of the sniping shot. 

 

I'd put this at an unlock rank of , which would cost 50,000 crystals.

 

I was thinking of another idea which would make it similar to Railgun's Electromagnetic Accelerator "Scout" alteration. Decreasing the reload after sniping mode, as well as the acquisition time but the sniping damage is decreased.

 

 

 4. laser beam

+ charged shots do more damage

- no splash damage 

So this one is similar to the one above. 

 

For a damage increase, I'd increase it by 40% so that it can be comfortable to one-shot light hulls on equal footing. 

 

5. hell rounds

+ charged shots do fire damage (does fire damage only to the tank he hit)

- lower damage  

 

I'm predicting an alteration like this will make it into the game for Gauss. 

 

The way I would have done it was igniting the enemy target on a % of maximum damage based on how far away from the epicentre of the target they were at. They would have been:

 

2 metres: 50% of maximum temperature (5 ticks of afterburn damage)

 

12 metres: 30% of maximum temperature (3 ticks of afterburn damage)

 

20 metres: 10% of maimum temperature (1 tick of afterburn damage)

 

But you specified that only the targetted player will be heated. So the damage decrease in the minimum and maximum damage would be 30% and the ignition would be 30% of maximum temperature (3 ticks of afterburn damage). 

 

I'd place this at an unlock rank of , which would cost 100,000 crystals.

 

 

6. charger

+ no self damage

- no splash

+ moar damage

- longer reload

Similar to #3 and #4. 

 

The damage can be +30% and the sniping shot reload can be + 30%.

Edited by TheCongoSpider
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Shaft alternation : "Arcade Capacitor"

 

Similar to my previous alt idea "Pistol Whipper" but different.

 

Pro:

 

100 energy consumption per arcade shot.

 

0.5 to 1 second reload time.

 

Con:

 

No sniper shot.

 

No reload until energy depleted to zero.

 

:ph34r:  :ph34r:  :ph34r:  :ph34r:

Similar to my previous alt idea "Pistol Whipper" but different.

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What do you mean by electrify? Do you mean the tank will be stunned? If so, that's bordering on Hunter's Overdrive's uniqueness. 

 

By "longer charge", I'm assuming that you mean a longer acquisition time. 

 

 

Now, you didn't list any parameter changes so I'll have to make up some to attempt to fit this in with the game's balance. 

 

First, we need to duration of the stun. A 1-second stun would suffice for this. Gauss has a large splash damage radius, so anyone caught within that range would be stunned for one second. This will pose many problems for turrets like Railgun, Shaft and Vulcan that require time to charge up in order to deal damage. So that inconvenience will bring us to the damage decrease.

 

The ability to stun any player in the radius can be game-changing. So the loss of damage needs to be considerable. I'd say a 40% damage decrease. 

 

I do not see how this changes one's playstyle of Gauss. 

 

Ok, the classic "more damage for a longer reload" alteration. 

 

Now, Gauss' damage is already pretty huge. It is able to one-shot light hulls of each of its modifications. Increasing the damage is increasing the likelihood of one-shotting light hulls.  

 

A good 20% increase should be the limit. That would put M4 Gauss' average damage at 2,094 damage. 

 

There has never been an alteration that has increased the splash damage radius. If you would like to increase that, you would need to increase other parametres that tie into that:

 

You're proposing a larger splash damage radius. Magnum currently has the targets splash damage radius at 21 metres while Gauss boasts the 2nd largest with 20 metres. A reasonable extension would allow Gauss to have a larger splash damage radius than Magnum which may take away one of the things that makes Magnum stand out.

 

Let's put the weak splash damage radius at 25 metres. The maximum and average splash damage radius may need to change. Currently, for Gauss, it's:

 

Maximum splash damage radius: 2m

 

Average splash damage radius: 12m

 

Minimum splash damage radius: 20m

 

With an alteration that increases its damage, I would keep the maximum and average splash damage radius the same since the average splash damage for Gauss is 90% of the total damage. That shouldn't stir up too many problems.

 

Next, we have the reload. I would extend the "reload increase" to an increase in the acquisition time. So I'd put a 20% increase on the acquisition time and a 50% increase in the sniping shot reload time. 

 

I'd put this at an unlock rank of , which would make it cost 90,000 crystals. 

 

You didn't specify whether or not this would apply to both arcade and sniping mode or just the sniping mode. I see no reason for it to apply to the arcade mode so it will only be for the sniping mode:

 

Obviously, losing out on splash damage with Gauss is something huge. It has the best splash damage distribution in the game right now and can easily land you triple and quadruple kills on unprotected enemies. With that said, there should be some good compensation for losing out on that. 

 

That good compensation would be in the form of a 33% decrease in the sniping shot reload time and a 20% increase in the impact force of the sniping shot. 

 

I'd put this at an unlock rank of , which would cost 50,000 crystals.

 

I was thinking of another idea which would make it similar to Railgun's Electromagnetic Accelerator "Scout" alteration. Decreasing the reload after sniping mode, as well as the acquisition time but the sniping damage is decreased. 

 

So this one is similar to the one above. 

 

For a damage increase, I'd increase it by 40% so that it can be comfortable to one-shot light hulls on equal footing. 

 

I'm predicting an alteration like this will make it into the game for Gauss. 

 

The way I would have done it was igniting the enemy target on a % of maximum damage based on how far away from the epicentre of the target they were at. They would have been:

 

2 metres: 50% of maximum temperature (5 ticks of afterburn damage)

 

12 metres: 30% of maximum temperature (3 ticks of afterburn damage)

 

20 metres: 10% of maimum temperature (1 tick of afterburn damage)

 

But you specified that only the targetted player will be heated. So the damage decrease in the minimum and maximum damage would be 30% and the ignition would be 30% of maximum temperature (3 ticks of afterburn damage). 

 

I'd place this at an unlock rank of , which would cost 100,000 crystals. 

 

Similar to #3 and #4. 

 

The damage can be +30% and the sniping shot reload can be + 30%.

 

 

Made it less congested for this page. :)

Edited by FrozenRailgun

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