Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Striker Alt

Armor dissipator atomic electro-disruptor blast

Pros

-Greater electrical explosion radius

-Electrical explosion conducts electricity throughout enemies inside blast radius through atoms,including behind walls.The electricity is conducted with it's normal damage if there are path with air particles between obstruction (If enemies are completely isolated from electrical blast radius by a wall,the explosion deals damage with 40% penalty,not including distance-based penalty)

-Temporarily disables enemy melee turrets (0.5-1.0 sec) relative to distance (closer distance,greater disabling)

-Delays charge up of ranged turrets by 0.2 seconds

-Electrical blast ignores armour module for striker

-The electrical blast can only affect you the same range as a regular striker's explosion radius

Cons

-Enemy hit directly by projectile will not be affected by the electro-disruptor blast

-Projectile must hit an enemy or an ally to trigger the blast (shooting walls will only trigger regular explosion that deals regular damage)

-Electrical blast deals 20% less damage than regular explosion gradually increasing up to normal damage to enemy exposed to electrical explosion up to 4 times 

-Wall jukes are more difficult to pull as you will damage yourself by hitting nearby enemy chasing from the other side of the wall (smart electro-disruptor property will not apply disruption,only damage)

 

I really hate it when I try hitting enemy in front of me then,my missile ended up intercepted by my own teammate,so this electro-disruptor alt will be great in terms of helping me getting some damage on enemies blocked in front of my teammates,but here's a most likely would be a rejected alternative to this problem

 

Hammering biased particle resonator

Pros

-Missiles particles are resonated to frequency of allied teammates,allowing the missiles to pass through allied units

-Missiles explode after entering an enemy unit up to the center of mass of that region,allowing greater reach for explosion when enemies are clumped together

-Explosion knocks other enemy aside ones directly hit with reduced knockback effect,65%deficiency.

Cons

-The missile atomic-diffusion capability reduced it's knockback efficiency by 30% to enemy directly hit by missile

 

 

Hmmm....so, it's up to gamedevs as to whether they want what ranks to have these alterations available.I'd say both of these are most likely high rank alts with some hefty amount of cash demand.

 

 

 

 

 

 

 

 

 

Edited by OPSMelee
Some more suggestions

Share this post


Link to post
Share on other sites

I have another idea for hammer alt

Mass compensator kinetic round or Street brawler alt

Pros

-When equipped with light hull or heavy hull,the knockback effect of hammer will be significantly increased by 25%

-The round disperse lesser

-Increase damage by 30% for heavy hull and 15% for light hull equipped with hammer

-Reloading time decreased by 13%

 

 

Cons

-Does not work on medium hull

-Range effectiveness decreased by 25%

 

Edited by OPSMelee

Share this post


Link to post
Share on other sites

On 12/1/2019 at 12:31 AM, LakadMatatag said:

Railgun alteration

 

"Charged particle cannon"

 

Holding the firing button allows the shot to be charged and released whenever the tanker needs it.

The shot can be fired if the firing button is released.

 

Pros:The charged shot has damage increase by 10% per second it is charged, max damage increase is 30% or = to 3 sec of charge time.Impact force to initial target +20%.

 

Cons:The shot can only damage or penetrate maximum of 2 tanks if they are lined.

penetrative power is reduced by 50%, this means the 2nd target will take way less damage than normal.

Reload time +10%.

This alt will probably help rail users to have another option of even more nasty hit and run tactic. 

Your postives far outweigh your negatives.  % of time you'd have > 2 targets lined up is low anyway.

 

Edited by wolverine848

Share this post


Link to post
Share on other sites

22 hours ago, OPSMelee said:

I have another idea for hammer alt

Mass compensator kinetic round or Street brawler alt

 

Pros

-When equipped with light hull or heavy hull,the knockback effect of hammer will be significantly increased by 25%

-The round disperse lesser

-Increase damage by 30% for heavy hull and 15% for light hull equipped with hammer

-Reloading time decreased by 13%

 

Cons

-Does not work on medium hull

-Range effectiveness decreased by 25%

 

Well, "does not work on medium hull" is not really a "con" if you never use a medium hull, right?

So 4 "pros" vs 1 "con".   I don't think so...

Edited by wolverine848
  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

On 3/6/2020 at 10:36 PM, wolverine848 said:

Well, "does not work on medium hull" is not really a "con" if you never use a medium hull, right?

So 4 "pros" vs 1 "con".   I don't think so...

Hmm....The thing about the alt is,people who almost never use light hull and heavy hull can't play using that alteration...because literally,we never use those hulls.But this favours ones who uses them instead.This alt may increase number of hammer user which then increases the chances of people countering it too,naturally.I do agree that the advantage is outnumbering the disadvantage by a significant margin,but values shall control.Even with 4 pros,it can be balanced by one Huge con.In this case,the number of pros isn't necessary,as it has lesser effect with the con overpowering all of them combined.Thx for replying and lending me your opinion.

Share this post


Link to post
Share on other sites

16 hours ago, OPSMelee said:

Hmm....The thing about the alt is,people who almost never use light hull and heavy hull can't play using that alteration...because literally,we never use those hulls.But this favours ones who uses them instead.This alt may increase number of hammer user which then increases the chances of people countering it too,naturally.I do agree that the advantage is outnumbering the disadvantage by a significant margin,but values shall control.Even with 4 pros,it can be balanced by one Huge con.In this case,the number of pros isn't necessary,as it has lesser effect with the con overpowering all of them combined.Thx for replying and lending me your opinion.

Your only con is a range decrease of 25%.  Hammer is already short range, so the actual amount of the decrease is not really significant.

That does not balance out buffs to knockback, damage and reload.  So up close it will do more damage, make it harder for targets to recover and have more shots per minute.  Sounds like win/win/win to me.

Speaking of reload... why... 13%?  Such a ... random number.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

2 hours ago, wolverine848 said:

Your only con is a range decrease of 25%.  Hammer is already short range, so the actual amount of the decrease is not really significant.

That does not balance out buffs to knockback, damage and reload.  So up close it will do more damage, make it harder for targets to recover and have more shots per minute.  Sounds like win/win/win to me.

Speaking of reload... why... 13%?  Such a ... random number.

I see.....maybe the shooting rate needs to be reduced and the range needs more Nerf...I want the point of the alt is to actually throw tanks off

Share this post


Link to post
Share on other sites

1 hour ago, OPSMelee said:

I see.....maybe the shooting rate needs to be reduced and the range needs more Nerf...I want the point of the alt is to actually throw tanks off

Then increasing knocback and decreasing damage works.  Slugger can also do that pretty well. 

Making it OP and saying it can only be equipped on light and heavy hulls doesn’t truly make players play those hulls more, it just makes Hammer OP.  If you want players to play light or heavy hulls, buff them.  

It just so happens that many players prefer a balance of speed and health.

  • Thanks 1

Share this post


Link to post
Share on other sites

13 hours ago, 123tim456back said:

Then increasing knocback and decreasing damage works.  Slugger can also do that pretty well. 

Making it OP and saying it can only be equipped on light and heavy hulls doesn’t truly make players play those hulls more, it just makes Hammer OP.  If you want players to play light or heavy hulls, buff them.  

It just so happens that many players prefer a balance of speed and health.

I have just realised how pointless the alt I was suggesting you guys.... I'm really sry for offending you guys who mains hammer...I didn't mean to. I'm not a hammer player myself so I don't really know about it.  I'm a striker main as you can see from the alt I suggested above. Thx for pointing this out.

  • Like 1

Share this post


Link to post
Share on other sites

12 minutes ago, OPSMelee said:

I have just realised how pointless the alt I was suggesting you guys.... I'm really sry for offending you guys who mains hammer...I didn't mean to. I'm not a hammer player myself so I don't really know about it.  I'm a striker main as you can see from the alt I suggested above. Thx for pointing this out.

Not offended.   Just pointing out it was not balanced. 

Many of the suggestions come from players trying to buff up their main weapon - in your case I guess this is not lso.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

I have an idea for isida alt

Lightning conductor Annihilator

Pros

-While healing a teammate, the teammate will be electrified and energised. Upon close encounter with an enemy, the electricity travels through air as lightning bolt and deals damage per healing ticks equal to the healing damage. The electricity will be conducted through nearby units of allied being healed up to a certain radius from the allied healed. The damage of electricity is directly proportional to the distance between electrified Ally and nearby units. (you cannot conduct the electricity yourself,it has to be other nearby units)

-An enemy engaged in close combat with allied being healed for up to 3 seconds of electrification will start receiving amplified damage by a multiplication of 1.2x the regular damage. This stacks up to 4 times.

-Your teammate shall stay electrified for 8 seconds more after fully healed. Your teammate will burst into lightning upon fully healed,dealing damage to nearby enemies according to the amount of healing done by isida.In this duration, your ally will continue striking your nearby enemies with lightning bolt with the stacked up damage of the last enemy you have applied.

-The electricity is will not be blocked with an armour module, due to its special lightning property.

-Isida will have longer healing range which is outside the lightning burst range.

(The lightning and electricity kills will be credited to isida and contribute assist to your teammate)

 

 

Cons

-More enemies will result to lesser lightning damage.

-The lightning alteration can only work for one teammate at a time,due to the special property which disable it from interacting with one another. The electrified teammates cannot be close to each other or even conduct electricity to one another,in which they will immediately stopped being electrified and will suffer burn that may result to self destruction.

-If there's an instance where there are 2 isidas with this alteration, they cannot electrify each other, instead they heal regularly.

-The lightning conductor will only start when there are enemy units nearby.

-Isida reloading time will increase to maximum of 80% if it has fully healed a unit. The reloading time increment is directly proportional to the amount of damage done to enemy unit.

-Your teammates fully healed by isida with this alt will not be able to be electrified for another 15 seconds by the same isida.

-The lightning burst upon full healing works for every 15 seconds after precedent burst. In that duration while taking damage, the healing done only electrify your healed teammate regularly. 

-Isida can heal unlimitedly but will start burning with self damage after more than the set amount.

-Lightning burst can deal self damage.

-This alt does not work when damaging enemy team directly.

-Isida deals 30% lesser damage to enemy units.

 

 

 

This is a very complex alt I've thought of for isida. It may have likeliness to be very unbalanced because of the various aspects I've put inside of it. Point it out if there's any and I'll think back.

 

 

(one day there might be a lightning armour module after all lel. I thought of this lightning concept from Gauss charged attack anyway....I think it's safe to say that there's actually a need for electric type armour. I might as well suggest this in other section...well you guys can help me and spread the electric armour idea because with this alt,no armour module would save you...or might as well leave it as a special alt that has no damage mitigating countermeasures. Just like the striker alt I suggested in my last comment)

 

 

 

Share this post


Link to post
Share on other sites

Gauss alt

Time bomb-Domino downfall

Pros

-Gauss charged attack Pierce through enemies in it's shooting path like railgun and deals railgun type of damage to enemies outside the Gauss explosive charged attack. Enemies inside the explosion radius will not be affected by the railgun shot but only receive the explosion damage and don't explode.(Gauss deals regular explosion damage to targeted enemy)

-Enemy shot by the piercing railgun round shall transfer the precedent explosion damage from previous enemy after 3 seconds. The enemy shall explode and receive 60% reduced explosion damage from previous enemy shot directly by gauss. 

This means that enemy in gauss shooting path will receive 2 type of damages,gauss and railgun. The railgun damage will depends on how upgraded your gauss is. They will also receive reduced gauss charged shot damage which was done on the precedent enemy. The order of explosion shall depends on the distance of enemies shot in that path.

 

 

 

Cons

-Charging the shot will take 3.5x longer.

-Reloading time increased to 1.3x longer after charged shot.

-Gauss will shine brightly as railgun with sparking electricity on its antenna 1.5 seconds before unleashing shot. (This allows for better counterplay against gauss with this alt by throwing it's aim off before unleashing the shot,resulting it to miss.Plus gauss would look even more scarier and epic this way. Imagine people panicking looking at gauss when it's charging with the menacing looking electricity.

 

Share this post


Link to post
Share on other sites

Can we post shot effect in this thread? I'm not knowledgeable about these threads. I would like if there's (gauss charged shot) shot effect. Like bright red, purple, blue, green etc.

Share this post


Link to post
Share on other sites

Just now, OPSMelee said:

I'm not knowledgeable about these threads.

Well a lot of the alteration ideas here sound like it belongs in a different game, mainly because it's too specific because of many mechanics and parameter changes and hard to balance. 

It's still interesting to think about what Tanki would look like if its gameplay incorporated the alteration ideas here into it. \

 

2 minutes ago, OPSMelee said:

I would like if there's (gauss charged shot) shot effect. Like bright red, purple, blue, green etc.

It's most likely planned for Gauss to have shot effects. 

  • Like 2

Share this post


Link to post
Share on other sites

2 hours ago, At_Shin said:

Duplet- Gauss alteration-

"Why Strike your Foes just Once? To keep them on their Toes, use Gauss!"

Gauss will get 1 more sniping mode.-

It will work a bit like Hammer's duplet alteration. But aiming time will be considerably increased also, knock-back and damage for each sniping shot will decrease.

After the retinal circle fills up, the player can fire a sniper gauss shot ( but it will be a bit weaker than normal sniper gauss)

there will be minimal reload and then for the second sniping shot aiming time is about 0.5 seconds ( damage for this shot will also be a bit less than normal sniper gauss)

So the turret will have 2 sniping modes- and 1 arcade shot mode.

1) Long Aiming period sniper- (Aiming time 8-10 seconds) ( 1-2 seconds for reloading)

2) Short Aiming period sniper- (Aiming time 0.5-1 second). (3 seconds for reloading).

3) And the arcade shot mode- (no change here)

8-10 seconds of aiming time.  Might as well make it 5 mins.

Share this post


Link to post
Share on other sites

1 hour ago, At_Shin said:

Gaussian Double distribution Alteration-

What it does? It has 2 different sniping modes.

First one takes a long time to aim on an enemy tank ( aiming time is much greater than normal gauss). As a result, it fires a more powerful sniper shot. Area of splash damage also increases slightly for this shot. After firing this shot, the reload is very fast ( about 0.5-1 second ) and your second sniping shot is ready to fire, all you have to do is hold down your space-bar for aiming for a short time.

The second sniper shot takes very short time to aim on an enemy tank ( about 1-2 seconds) but deals less damage. Also, the area of splash damage is nerfed. It should be about 25% of the current stock Gauss i believe. After firing this shot, the reload is slow and your first sniping shot is ready for you, all you have to do is hold down your space-bar and take aim at your enemy for a long time. Then- BOOM! Hopefully you'll get a monster kill for your skill with this turret.

Tell me if this Gauss alteration needs the arcade shot mode in it or not. xD. 

So...

You might be able to one-shot medium hulls without a laser?

And even if you don't one-shot them, the (quick) follow-up snipe will likely finish them off?

That's not gonna go over well with most of the community.

 

All that aside - what is the negative aspect?  All alterations have good+bad.  What is the bad?

Share this post


Link to post
Share on other sites

34 minutes ago, At_Shin said:

I made some changes to my idea. Do you like it now?

@123tim456back what do you think of this potential alteration for gauss?

 

I don’t really understand it.  So there are two firing modes, or alternate firing?

The first shot has a long aiming time and reduced damage, while the second shot has short aiming time and reduced damage and reduced splash.  I don’t really see the point of this alteration, and it doesn’t change the gameplay style.  Really interesting concept though.  

Maybe a slight freezing effect on the second shot or something, just to spice things up.  Then again, that doesn’t change the gameplay style.  

Gauss alterations are difficult because it is similar to so many turrets, such as shaft and smoky.  If you remove the sniping mode and give it extra damage(which changes the gameplay style), it is smoky.  If you emphasise the sniping mode, it is shaft. 

Share this post


Link to post
Share on other sites

Hello there!, my idea is some new healing alts for isida, because i find it boring doing the same thing again and again, so  i thought of a little idea for isida...
and my idea is: alternation 1: isida can heal 2 tanks at the same time with 5% increased healing (or less or more.. as you wish), but it cannot damage tanks at all, and can heal 1 target too ( or maybe not, but the healing is increased same as the range and as you wish..) 

hope you like my idea and thanks!

Edited by Pandamoonium

Share this post


Link to post
Share on other sites

Can you please add another alteration to the isida?

 

Advantage: can pump life energy from enemy tanks (as in 2010)

Disadvantage: can't cure his teammates

 

I would happy If you add this alteration

Edited by danye774
.
  • Like 1

Share this post


Link to post
Share on other sites

The when you saw a turret and know what can it do has gone. Alterations make bigger and smaller changes to guns, so it helps a lot if you know what alteration are your teammates and enemies using. This function is aviable in the web version (i am not sure it is aviable in HTML, but it has to be), but not in the mobile version. So please add a button to mobile, so you can see the protection and alteration of near tanks.

On the other hand, for many players, there could be too many buttons in the mobile version, so here is the other important thing about this idea: This button is only aviable when you allow it in settings, so you can choose: more buttons and more information about players or less button and less information about players. But here is an other question: but where will be the place of this button? Answer: where you choose! With this function, costumsizable hud will come out, so you can choose the place of the buttons. 

Please, add this to mobile, because this is a very important feature in the game, and also, costumsizing your hud is important too.

Edit: I see that viewing alterations in HTML is added today.

Edited by mjmj5558

Share this post


Link to post
Share on other sites

Incendiary Shells for Magnum. Highly Explosive Shells are now replaced Lava Shells which can ignite multiple targets with serious burning effects overtime.

Downsides

0 Direct Damage

0 Impact Force (applied to teammates or enemies)

No bonus charging time. On a normal Magnum the longer you charge, the shorter the reload. The less charge, the longer the reload.

Double Damage and Booster Drone will have no effect paired this.

Fox Module will have protection against any fire-type attacks.

Multiple hits on target do not stack time of burn

Shells fly 40% slower. 

Neutral

Splash range

Damage decrease in the splash the further you are from the shell land origin. (So the burn time is less when farther away)

Strengths 

Depending on Modification level of the turret, it will correspond to Firebird's overheat time when equipping compact tanks. (So Firebird Mk# + Compact Fuel Tanks equivalent) So probably a Mk8 Magnum + Incendiary Shells with have an overheat of standard 300 damage for 7 ticks

Reload -15% (overall, no matter what charge reload time is always the same

Since it has 0 initial damage, the damage will take effect once you are affected by the serious burn effect.

Double Armor and Defender Drone will have no effect against this

Griffin Module will have no effect against this. 

Repeated Shells on target reset the time of burn. Does not stack.

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

This type of alteration is a type of play called Zoning.

The overall damage from Magnum theoretically is less, but you are risking a constant Burn time.

It also would like cool with the current Crimson Shot Color, or TO adds a Magma Shot Color to it

This type of alteration is a type of play called Zoning.

The overall damage from Magnum theoretically is less, but you are risking a constant Burn time.

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

Another Idea would be Sticky Shells. Not as exciting by cool

Downsides 

Damage -30%

Damage decrease of 2% per 1% m traveled

Strengths 

Not a full freeze like Cryo Rounds or Shock Freeze but a 30% Slowdown is cool.

Reload -20%

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

Helps with Defending while sacrificing damage.

 

Edited by yellowghetto
  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...