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Maf
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M4 Sledgehammer with Double Damage can two shot unprotected m4 medium hulls 25% faster than m4 stock thunder with Double damage can.

 

It also 3 shots unprotected m4 heavy hulls 25% faster than stock can.

 

So sledgehammer definitely needs a nerf because of that.

Well perhaps, but a good many times there are 4-7 (or sometimes even 8) enemies with 40-50% protections. In such situations, I usually deal 200 to 400 damage. Besides, it isn't the case that Sledgehammmer just reduces reload speed without any penalty, the -95% range of max damage is a pretty big thing if you ask me. Thunder is often times weak enough as it is, why are people so fixated on nerfing it?

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There are so many thunder protection users, on top of which sledgehammer increases reload by about a second. If anything, it should be buffed..

The reload is decreased.

 

Sledgehammer Thunder deals with the protection modules better than Stock Thunder. If it is buffed, then Stock Thunder would be left in the dust even further. It two-shots light and medium hulls faster than Stock Thunder. It gains a maximum of 4 more shots than Stock Thunder with Viking's Overdrive. 

 

If anything, it needs another nerf. I don't see why it needs a buff if the majority of Legend Thunder players are Sledgehammers. 

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Well perhaps, but a good many times there are 4-7 (or sometimes even 8) enemies with 40-50% protections. In such situations, I usually deal 200 to 400 damage. Besides, it isn't the case that Sledgehammmer just reduces reload speed without any penalty, the -95% range of max damage is a pretty big thing if you ask me. Thunder is often times weak enough as it is, why are people so fixated on nerfing it?

M4 thunder against unprotected tanks deals 840 points of damage on average.

 

M4 sledgehammer against unprotected tanks deals 800 points of damage on average.

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Well perhaps, but a good many times there are 4-7 (or sometimes even 8) enemies with 40-50% protections. In such situations, I usually deal 200 to 400 damage. Besides, it isn't the case that Sledgehammmer just reduces reload speed without any penalty, the -95% range of max damage is a pretty big thing if you ask me. Thunder is often times weak enough as it is, why are people so fixated on nerfing it?

It is a prevalent turret. Easy to use, destructive and rewarding - a very tasty combination. 

 

Thunder has a large increase in statistics from M0 - M1. That makes it desirable and anyone who gets their hands on an upgraded Thunder will dominate easily. I see as many as 5 Thunders on one team. Protection against it is common because of its prevalence and power. Sure, every turret is powerful when not faced with protection, but when there are numerous players with that turret in every battle, then there is a cause for buying protection against it. 

 

It may be mellow in the higher ranks but in the M1-2 ranks, it's devastating if you don't have protection. Add Sledgehammer into that and you'd be a masochist to not equip Thunder protection if you have it. 

 

 

Yeah, the maximum damage range is decreased by 95%. That increases the distance of the minimum damage range from the maximum damage range, allowing the damage to fall linearly slower, but starting from a very small distance. I'm still 2-shotted by a Sledgehammer Thunder faster than a Stock Thunder. A good comparison would be this:

 

Stock Shaft vs Assault Emitters Shaft

 

Stock Shaft with double damage requires 2 shots to destroy a light hull. Those two shots are delivered in 1.5 seconds. 

 

Assault Emitters Shaft with double damage requires 2 shots to destroy a light hull. Those 2 shots are delivered in 1.875 seconds. And the difference between the seconds increases as you go down the tiers. 

 

Sledgehammer is Stock Shaft and Stock Thunder is AE Shaft. Both get the job done in the same number of shots. It's the time it takes them to do it is the difference. 

 

 

 

Let's put it against a medium hull. 

 

Stock Shaft requires 3 shots to destroy the medium hull. It delivers those shots in 3 seconds. 

 

Assault Emitters Shaft requires 2 shots to destroy the medium hull. it delivers those shots in 1.875 seconds. 

 

Now, this isn't always the case with Sledgehammer Thunder, since at a range of about 70 metres, it would still 2 shot the medium hull, but further back, it should take 3 shots, like the example. 

 

 

 

" " " heavy hull " " "

 

Stock Shaft comes out the victor. 

 

Sledgehammer gets the job done more efficiently. And if protection modules are a problem, try using Hornet (if you have it). I've seen many Sledgehammer Thunders + Hornet just demolish defences when they flank with their Overdrive. 

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It is a prevalent turret. Easy to use, destructive and rewarding - a very tasty combination.

 

Thunder has a large increase in statistics from M0 - M1. That makes it desirable and anyone who gets their hands on an upgraded Thunder will dominate easily. I see as many as 5 Thunders on one team. Protection against it is common because of its prevalence and power. Sure, every turret is powerful when not faced with protection, but when there are numerous players with that turret in every battle, then there is a cause for buying protection against it.

 

It may be mellow in the higher ranks but in the M1-2 ranks, it's devastating if you don't have protection. Add Sledgehammer into that and you'd be a masochist to not equip Thunder protection if you have it.

 

The purpose of sledgehammer is to help eliminate enemies at closer ranges faster while making it quite difficult at longer ranges. The alteration does exactly that. By contrast, Thunder stock is meant to deal more consistent damage at longer ranges. So if it takes a second or 2 less when using sledgehammer, what difference does it make? The damage is lower.

 

 

Yeah, the maximum damage range is decreased by 95%. That increases the distance of the minimum damage range from the maximum damage range, allowing the damage to fall linearly slower, but starting from a very small distance. I'm still 2-shotted by a Sledgehammer Thunder faster than a Stock Thunder. A good comparison would be this:

 

Stock Shaft vs Assault Emitters Shaft

 

Stock Shaft with double damage requires 2 shots to destroy a light hull. Those two shots are delivered in 1.5 seconds.

 

Assault Emitters Shaft with double damage requires 2 shots to destroy a light hull. Those 2 shots are delivered in 1.875 seconds. And the difference between the seconds increases as you go down the tiers.

 

Sledgehammer is Stock Shaft and Stock Thunder is AE Shaft. Both get the job done in the same number of shots. It's the time it takes them to do it is the difference.

 

 

 

Let's put it against a medium hull.

 

Stock Shaft requires 3 shots to destroy the medium hull. It delivers those shots in 3 seconds.

 

Assault Emitters Shaft requires 2 shots to destroy the medium hull. it delivers those shots in 1.875 seconds.

 

Now, this isn't always the case with Sledgehammer Thunder, since at a range of about 70 metres, it would still 2 shot the medium hull, but further back, it should take 3 shots, like the example.

 

 

 

" " " heavy hull " " "

 

Stock Shaft comes out the victor.

 

Sledgehammer gets the job done more efficiently. And if protection modules are a problem, try using Hornet (if you have it). I've seen many Sledgehammer Thunders + Hornet just demolish defences when they flank with their Overdrive.

 

The alteration is supposed to speed up reload at the cost of range. If you nerf sledgehammer, then normal Thunder is not nearly as good and would thus need a buff. If you think Hornet Thunders are a pain with OD, then Magnum hornets with the alteration allowing Magnum to move side to side is a nightmare because unless you are a heavy hull you are 1 shotted. The alteration serves its purpose, so and using protectio modules adaquetly deals with the problem.

 

 

M4 thunder against unprotected tanks deals 840 points of damage on average.

M4 sledgehammer against unprotected tanks deals 800 points of damage on average.

How did you calculate these values? Stock Thunder has a spread of damage, and since Sledgehammer does not change camage, how are the values different?

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The alteration is supposed to speed up reload at the cost of range. If you nerf sledgehammer, then normal Thunder is not nearly as good and would thus need a buff. If you think Hornet Thunders are a pain with OD, then Magnum hornets with the alteration allowing Magnum to move side to side is a nightmare because unless you are a heavy hull you are 1 shotted. The alteration serves its purpose, so and using protectio modules adaquetly deals with the problem. How did you calculate these values? Stock Thunder has a spread of damage, and since Sledgehammer does not change camage, how are the values different?

Michael828 and TheCongoSpider came up with sledgehammers damage figures. http://en.tankiforum.com/index.php?showtopic=177128&page=356&do=findComment&comment=6717052

 

 

 

I came up with stock thunders average damage simply by bringing the min and max damage to the very center and it's actually 880, not 840 (sorry for this mistake).

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Michael828 and TheCongoSpider came up with sledgehammers damage figures. http://en.tankiforum.com/index.php?showtopic=177128&page=356&do=findComment&comment=6717052

 

 

 

I came up with stock thunders average damage simply by bringing the min and max damage to the very center and it's actually 880, not 840 (sorry for this mistake).

Ah I see. Well when you say that the average damage of Sledgehammer Thunder is 800, I would think that you meant leaving out range and in general.

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By the way I just remembered - Hazel said in the RU stream that Thunder will face a change that will indirectly nerf the Sledgehammer alt. He didn't give any more details about it tho.

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I really like your idea Maf, about nerfing the minimum damage, because it does ensure Sledgehammer can only top normal Thunder in close ranges, and after around 45 meters (assuming 5% weak damage) it starts losing effectiveness compared to the stock version.

 

Considering the planned update for Thunder, did Hazel say it will also affect the SCCM alteration? Because based on some figures I obtained for that alteration, it turns out SCCM does not change Thunder's damage per second in any way, while SR directly buffs it.

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Shell Stabilization:

 

Pros- +10% min damage

 

Cons- -10% max damage

 

 

Shell destabilization:

 

Pros- +10% max damage

 

Cons- -10% min damage

 

What do you guys think? :)

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Doesn't really change its playstyle and and the damage increase and decrease aren't considerable enough to actually be an alteration.

 

I believe there is a reason some turrets don't have a Stabilisation-type alteration like Railgun does, and also a reason for why mechanic changes for some alterations for some turrets would be imbalanced for others. 

 

A more destabilised version for Thunder would be:

 

Maximum damage: +50%

 

Minimum dmaage: -50% 

 

The average damage for M4 Thunder with that alteration would be 950 damage. 

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Gauss is a new turret that was released only a few weeks ago. In fact, this turret is not even a month old yet. Gauss is the only turret by far which is missing crucial features such as physical modifications such as skins and alterations. I have seen quite a lot of players using Gauss now. Many players love this new turret, because it has the power to quickly zap enemies dead at any range.

 

However, Gauss is missing many sub features. What is missing from Gauss are the alterations and skins that developers must develop in order for Gauss to be used differently. In addition to that, Gauss must have shot colors added too. All shot colors are required for the Gauss turret so that players can enjoy using the shot color they wish. For example, black, white, green or any other shot color. Shot effect colors would be granted for players free by opening containers. That includes containers that drops in battles and containers from challenges.

 

I really like the Gauss turret. Unfortunately, I do not have it yet. As I have already promised in the Gauss thread, I will buy the Gauss turret and its Owl protection module on Tankers Day 2019 at a 50% off discount.

 

Here are some ideas of mine which could work as suitable alterations for Gauss:

 

1. Increased firing rate - Gauss fires faster but deals less damage.

 

2. Decreased firing rate - Gauss fires less shots, but the build up on lock on shots are more deadly.

 

3. Critical damage - Gauss has 50/50 changes of dealing critical damage to enemies.

 

4. Grenades - Gauss fires powerful grenades that are deadly, but takes 10 seconds to reload.

 

The four alterations are only examples. Developers may choose to accept them or not. I don't care, as long as Gauss is soon fitted with different alterations that players can choose to buy and equip in battles.

 

I am not sure how the Gauss skins are actually meant to represent, but Gauss absolutely needs to have one XT skin and a Prime skin to complete its overall makeup looks.

 

For shot colors, Gauss needs to have all the different colors available for players to enjoy using.

 

I hope that you agree with my suggestion and accept my request.

 

Thank you.

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Yes, I have created a new thread on what's needed for the Gauss turret. Also XT/Prime skins and shot colors are needed for this turret. Read my new thread when it goes live on this forum section.

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Ateration for Gauss:

Magma bullet

info:

an Improved system by putting magma core in gauss special bullets,making him ignite tanks and increase the overall damage,but normal shots and special shots recover reload increased.

(+) Special shots now ignites tanks
(-)Reload: +25%
(-) Recover after special shots: +20%


pls give me a credit if you are using this  :P

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Gauss alterations are planned, as well as alts for other turrets. They will probably be released in one big update in the (near?) future. Skins are obviously planned too - don't think devs would forget about an easy way to make money  :P

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Goodness me Maf, you always Merge my topics. Please can you make them valid.

 

I am so happy that Gauss alterations and skins are planned. That's great.

 

If ideas in this thread are planned, then you should change to status of this thread to "Planned".

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Goodness me Maf, you always Merge my topics. Please can you make them valid.

 

I am so happy that Gauss alterations and skins are planned. That's great.

 

If ideas in this thread are planned, then you should change to status of this thread to "Planned".

Unfortunately, you always seem to post topics about common themes - new turrets, new alterations, new supplies, etc. All the stuff for which we have the category topics where we collect such ideas. In order for the idea to not be merged, it either needs to be particularly interesting or it can't fit into any of the category topics. Simply suggesting to add alterations and skins for Gauss (something that developers obviously already have planned) is not original.

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Yes, I know that Maf. However, I am stating that the Gauss turret does not have any accessories such as alterations, skins, shot colors and other goodies. All turrets must have those extra accessories, so Gauss also falls into that category of supplemental accessories for turret modification of its parameters and overall makeup look.

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Let me rephrase this in a way which might be suitable for this forum:

 

Aside from the skins and perhaps shot effects that will be coming our way, these are some alterations for Gauss which would fit the game balance.

[insert your ideas here[

These are just a couple of the ideas I've had, but it would be nice if the developers would take these into consideration as they create alterations for Gauss.

Edited by Initiate
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